Total War: WARHAMMER II

Total War: WARHAMMER II

Repeater Rifle Handgunners
26 Comments
ThrobbingforMorbius 21 Apr, 2023 @ 7:48am 
sadly it does not want to play nice with snek's kit bashed reskin. i see an officer, a lot of floating heads, and guns. which is a shame, because i love this mod and the kit bashed reskin. i have a tiny bit of know how with the rpfm, how do i make them play nice?
ThrobbingforMorbius 1 May, 2022 @ 4:00pm 
exelent
prop joe  [author] 1 May, 2022 @ 12:12pm 
yes
ThrobbingforMorbius 30 Apr, 2022 @ 5:55am 
does this work with reskins?
prop joe  [author] 12 Feb, 2022 @ 6:28am 
Updated:
nothing changed, adjusted for files that were renamed in the Armoured Empire State Troops mod
parryer327 26 Nov, 2021 @ 6:05pm 
OK thanks for the reply
prop joe  [author] 25 Nov, 2021 @ 12:32pm 
@parryer327
it'd be way too much work due to how these things are set up
parryer327 24 Nov, 2021 @ 3:23pm 
@prop joe
Can you make a submod that allows your upgrades to apply to Xoudad's empire mod Regional State Troops?
prop joe  [author] 23 Nov, 2021 @ 10:16am 
Updated:
small dps buff after some testing
TricksterNot 22 Nov, 2021 @ 1:23pm 
Ah, I see. Thanks for answering!
prop joe  [author] 22 Nov, 2021 @ 12:26pm 
The burst thing would require animation editing, so it's not happening. The vanilla repeater riders fire as standard handgunners, same as empire master engineers. You're probably thinking of the Dwarf engineer from the Thunderbarge mod, and that uses a custom animation specific to his gun.
TricksterNot 21 Nov, 2021 @ 6:04pm 
Cool. Love your mod! Though is it even possible with this game to have a 5-6 shot burst and then the reload time kicks in? How do the outriders in game and empire master engineers with repeaters from that mod the firing of a repeater rifle?
prop joe  [author] 19 Nov, 2021 @ 9:40am 
I actually didn't think to adjust the ammo, updated now with those changes. They're definitely not meant to be a sidegrade, but the more technologically advanced version.
TricksterNot 19 Nov, 2021 @ 6:35am 
But also run out of ammo quicker and overkill individual units (similar problem waywatchers tend to have). Making this a sidegrade then, right?
prop joe  [author] 19 Nov, 2021 @ 2:47am 
They have a much higer reload speed (rate of fire) so the individual damage per projectile is lower, but you still end up with a decent DPS increase in the end.
TricksterNot 18 Nov, 2021 @ 6:58pm 
So what upgrading handgunners with repeaters does is increase their rate of fire but lower their damage output to balance it out?
ItsDaKoolaidDude 14 Nov, 2021 @ 8:54am 
I dont recall needing to take anything about joe's reply Edd-boy
SirFalger 14 Nov, 2021 @ 6:44am 
take that DAKOOLAIDIDIDDUDE
prop joe  [author] 14 Nov, 2021 @ 2:29am 
So I don't have to make separate submods that combine them.
ItsDaKoolaidDude 13 Nov, 2021 @ 9:49pm 
Why the need for Priestess of Shallya tho?
SirFalger 13 Nov, 2021 @ 7:23pm 
aww good idea
rossco437 12 Nov, 2021 @ 5:23am 
cool, thanks
prop joe  [author] 12 Nov, 2021 @ 4:35am 
should work now for Markus Wulfhart
rossco437 12 Nov, 2021 @ 12:03am 
Pretty cool, but the tech does not show up as the hunts marshal for some reason
소새끼 10 Nov, 2021 @ 8:09pm 
It's a really cool mod. I'll play it later when I have time.
crisord 10 Nov, 2021 @ 6:04pm 
Great mod as always