Total War: WARHAMMER III

Total War: WARHAMMER III

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Empire Master Engineers III
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Tags: mod
File Size
Posted
Updated
94.036 MB
Sep 11, 2022 @ 4:18am
Dec 28, 2024 @ 5:47pm
22 Change Notes ( view )

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Empire Master Engineers III

In 1 collection by ChaosRobie
The Official ChaosRobie Collection
17 items
Description
This mod adds Master Engineers, a new hero type, for all Empire factions.

Description
This mod adds the following:
  • Three weapon loadouts, each with their own skill lines, including brand-new skills:
    • Repeater Rifle: The main weapon used by the Outriders of the famed Pistolkorps, the Repeater Rifle is meant to throw as much lead at the enemy as possible. The skill line for the Repeater Rifle is meant to bolster gunpowder units by providing more ammunition, faster firing rates, and better ammunition replenishment.
    • Grenade Launcher: Used by the more daring (or maybe just plain crazy) members of the Pistolkorps, the Grenade Launcher is there to make the other side go BOOM. Thus the skill line for the Grenade Launcher adds two special grenade types for the Engineer and makes war machines more deadly.
    • Hochland Long Rifle: Famed for its accuracy amongst the hunters of the eponymous province, the Hochland Long Rifle is the weapon of choice for sharpshooters. Unlike the skill lines for the other two weapons, the focus is on improving the abilities of the Engineer himself, with longer range, greater accuracy, and a Sniper ability for taking out elite units or characters.
  • New mounts: New mount choices, with some custom models.
    • Mechanical Steed: The Mechanical Steed is one of the most fascinating--and frightening--inventions to come out of the Imperial Engineers School. Given the level of tinkering needed to maintain battle readiness, it is the endcap of each of the weapon skill lines, and adds considerable cost to the upkeep of Engineers in the campaign while mounted. An optional Mechanical Steed effects submod adds a subtle lightning VFX to the mount's footsteps.
    • Von Zeppel Steam Tanks: Exactly the same as in the Unique Steam Tank III mod, but implemented as a mount for Master Engineers.
    • War Balloon: Shoot at your enemies from safety!
  • New abilities: The Engineer has several abilities adapted from the tabletop rules or other characters in the game:
    • Extra Powder: Adds to the impact of projectiles fired by the buffed units (red skill) or the Engineer himself (yellow skill).
    • Master of Ballistics: An offensive buff that makes nearby artillery fire more accurately.
    • More Powder!: Allows the Engineer to replenish a unit's ammunition during battle.
    • Pigeon Bombs: A homing-missile attack. It's really not that effective. but it's kind of hilarious.
    • Stand Back, Sir!: A defensive buff that can take some of the heat off an Engineer targeted by enemy missile fire.
    • Repeater Pistol Shot: A short-ranged anti-lord/hero ability. I had to incorporate the new repeater pistol model somewhere.
  • New Legendary Hero: Based of off Forge World's Tamurkhan: Throne of Chaos campaign, Jubal Falk is the Captain-Engineer of Nuln. There's a small mission to recruit him that shows when your faction leader is level 5, requiring you to move a unit to Wissenland. Might make that more complex in the future. He starts armed with a Hochland Long Rifle, and although it's his only ranged weapon, he has additional effects that make him and other gunpowder units even deadlier.
  • Unique Imperial Engineering Landmarks in Altdorf and Nuln
  • Individual unit upgrades for gunpowder units: Includes artillery, outriders, handgunners, and steam tanks. Upgrades range from more armour to more ammunition. Upgrades are purchasable using Imperial Authority (or Acclaim for Markus Wulfhart).

Submods

Issues/Future
Might have mixu's unlocker be a requirement, and then change over the engineers to be actually engineer-typed agents/ That would fix the thing with engineers and captains sharing an agent cap.
Electric vfx for mechanical steed not working
Some weird thing with the von zeppel mount
Probably some small animation problems here and there

Credits
ZombieFlanders, the original mod maker, everything is built off their work. Cataph, for 2d art including character portraits, portholes, and unit cards. Sythropo, for their Hochland Long Rifle and Repeater Pistol models. Crisord, for their War Balloon model. Frodo45127 and Phazer, for their modding tools. Vandy and Drunk Flamingo for help with Jubal Falk and scripting.Mixu, for permission to build off their Ironsides textures for Jubal Falk and for help with scripting.
160 Comments
Lee Perry Apr 15 @ 10:00pm 
Great mod, update please
TheGrandSirPiggy Apr 6 @ 1:18pm 
Would love if the additional things, like the mounts and weapon options would be now implemented as skills for the official engineer hero.

It's really strange to have 3 engineer types running around, 2 of them called master engineers, 1 a lord, 1 a hero
San te voy a escoñar Mar 27 @ 3:10am 
please update
WitcherHammer Mar 4 @ 7:54pm 
Also, lack of "vegetation ignore time" in projectiles_tables kinda hurt in forest battles
WitcherHammer Mar 2 @ 7:29pm 
Also, for some reason my master engi (hochland long rifle) on mech steed uses repeater. I guess it's a mistake?
WitcherHammer Feb 28 @ 12:55pm 
I really hope that one day this mod will be somehow merged with vanilla engineer hero. Like giving him extra weapons, mounts and Jubal Falk from this mod. Vanilla engi a little bit sucks
Rice Knight Feb 3 @ 11:09pm 
@abugintherug well I think a community hero should make it happens, I would like Falk as a lord too, he deserves that, don't really care about other stuffs.
Mandrews Jan 15 @ 10:04am 
It seems as if the gunpowder unit upgrades are not working.
arq.julio.cesar.mr Jan 2 @ 11:37am 
thank you very much for the update of the mod, excellent contributions, I would like to report that the mechanical mount of the different engineers of the mod, deforms when playing a custom battle.
abugintherug Dec 27, 2024 @ 6:09pm 
I forgot Falk was a hero in this, I was hoping to add him as the castellan-engineer for the empire offices mod. Any chance you're open to making him a lord?