Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Crank Gunners
124 Comments
luca.barbieri1 30 Jun @ 6:45am 
hi, i would like to ask if this mod will be updated to the latest patch, thanks
SarmatII 21 May @ 5:22pm 
Thanks for the updates!

Dawi now just need gunners with long rifles. :) Like the Crane Gunners, or the new Hochland Rifles.
greenphoenix23  [author] 21 May @ 4:56pm 
Thanks for the report!
I might have missed them with the new techs.
I'll take a look and get that fixed soon!
Alteren 21 May @ 3:22pm 
Hello! thank you for the awesome mod! I am just noticing a small problem: it appears that the crank gunners, while receiving correctly thunderers upgrades from a lord red skill line, they do not receive thunderers upgrades from the dwarf tech tree (namely the increased range,increased damage and reduced upkeep cost reduction). Thank you and keep up with the good work!
Sedall 9 May @ 7:15pm 
Ha, you were correct! Thanks for checking and the advice, all is working fine now.
greenphoenix23  [author] 6 May @ 8:57pm 
@Sedall
I think you are actually using an older version of the mod.
I moved them to be in the same building as the other gun infantry units rather than the building chain that will give you the Thunderbarge.

If you unsub and resub that should fix it!
Sedall 6 May @ 9:44am 
Hey, that's fast! Thank you!
greenphoenix23  [author] 6 May @ 9:12am 
Oh, I think I know what happened. They added another tier of that building.
I fixed that in the main collection and forgot to fix it here.
I'll get a fix out tonight. Fix should be save game compatible, though you might need to destroy and rebuild the building in the worst case (though I think a reload might fix it before you try that option)
Sedall 6 May @ 9:05am 
Hello! I'm running into an issue since 5.0 where with the T4 building, I can recruit Crank Gunners, but if I upgrade to the T5 building (which now includes Thunderbarges) the Crank Gunners go away and can no longer be recruited.
greenphoenix23  [author] 3 May @ 7:08pm 
This is now updated!
greenphoenix23  [author] 1 May @ 9:38pm 
It probably does, but I haven't tested it yet. The dwarf mods will be updated next.
Emprah's Finest 1 May @ 8:29pm 
Heya does this still work?
SarmatII 18 Apr @ 12:35am 
Thanks for the mod! I prefer these stand alone options so we can pick & choose rather than huge unit mods.

Could you please make a stand alone for the Dawi long-rifle unit? (Expeditionary)
Pappi_Rabbi 27 Jan @ 7:45pm 
cant wait to see that @greenphoenix23
Fargus404 10 Jan @ 4:53am 
I have a small request, a friend, you can release this mod separately with other characteristics to increase damage by 800, ammunition by 60 and range by 250 (I really want to dream up) thank you in advance))))):praisesun:
greenphoenix23  [author] 10 Dec, 2023 @ 4:17pm 
There will be definitely be some chaos dwarf units from me at some point.
Corsica 10 Dec, 2023 @ 12:59pm 
this for chaos dwarfs would be so epic

I agree!
Pappi_Rabbi 25 Nov, 2023 @ 7:09pm 
this for chaos dwarfs would be so epic
greenphoenix23  [author] 16 Oct, 2023 @ 12:47am 
@Feathers the Penguin
Are you using the Versatile Engineers mod?
If so that mod uses my animations, but has not been updated yet. You would need to change the mod order so mine takes precedence (if you have both just reverse them to make it simple).

The patch with the newest DLC broke modded animations and not firing is a symptom of that, so if the non-updated animation is being loaded instead of my updated one, then they will not fire.

Hope that helps!
greenphoenix23  [author] 13 Oct, 2023 @ 9:53am 
I have reverted the change that was causing a conflict with SFO. The original problem was with a different mod.

You will have to do some testing to see which is causing the problem, unfortunately.
greenphoenix23  [author] 13 Oct, 2023 @ 9:26am 
I have confirmed that it is SFO causing the problem.
Looking into the reason why.
greenphoenix23  [author] 13 Oct, 2023 @ 8:14am 
@Feathers the Penguin
Can you test to see which mod is causing the incompatibility for you?
I confirmed the mod works on its own.
Feathers the Penguin 13 Oct, 2023 @ 4:58am 
Unfortunately the gunners are just A posing now,
flameshroud 13 Oct, 2023 @ 12:51am 
Dont they die if anyone looks at them funny in SFO? Dmg is good but SFO doubles the hp of all its units so without submod they are extremely squishy
greenphoenix23  [author] 12 Oct, 2023 @ 7:38pm 
I suspect it was either SFO or the Versatile Engineers mod since both use my animation, but this update should hopefully fix that issue whatever it was!
Feathers the Penguin 12 Oct, 2023 @ 2:21pm 
hey, i used the crank gunners but i have a bug where they show as firing but there is no firing animation or damage being dealt out. Are there and sub-mods or patches that i need? I am running the latest SFO update and a few extra unit mods but nothing else that would be messing with the firings animation.
Rewasder 9 Oct, 2023 @ 1:53pm 
Do we know anything about the SFO submod for this crank gunners?
greenphoenix23  [author] 10 Sep, 2023 @ 11:20pm 
Updated!
mikelangelo70 2 Sep, 2023 @ 7:10am 
update please
Rewasder 14 Jun, 2023 @ 2:52pm 
Good to hear another sfo patch is in the making, I thought I was going crazy when I couldn't find the old one xD
greenphoenix23  [author] 4 Jun, 2023 @ 9:19am 
@flameshroud
Thanks for letting me know. It looks like the SFO pack is no longer up as the link in the description is dead. I will remove it.
I didn't make that packfile, so I can't say much about it, but there is an SFO submod coming for the main collection and I can easily make one for this mod, too once that is complete.

@adwaren
I'm not really sure what you mean my their ammo count being low. They have the same ammo count (by volley) as Quarrellers and Thunderers and more than Rangers and Irondrakes (ignoring The Skolder Guard RoR). The ammo count it shows on the card is by volley not actual bullet, so they have 22 volleys of 8 shots each if that was the confusion.

I tried to balance them with the rest of the roster and their anti-infantry bonus was to help push them towards that niche rather than just being SEM destroyers which I had problems with when first making them, but I can test them to see if they are underperforming.

Thanks for the feedback!
adwaren 3 Jun, 2023 @ 3:31pm 
I really like this unit and want to use it, but I find that limited dps and low accuracy against non-infantry units makes it less ideal in the armies i like to play with. The ammo is also a tremendous deal breaker for me, I think this might be the lowest ammo count for a missile unit in the roster, or very close. I'd play with them a lot of if they were better =/. Really well made overall, though. I especially appreciate the "loose" formation decision. I've always wanted a unit like this to be a better version of ratling guns and I think the concept of this unit matches that perfectly
flameshroud 2 Jun, 2023 @ 4:08pm 
hey, just a heads up, getting this message in the mod manager:
Packs that contain outdated files that have since been changed in a patch:

L&F_Dwarf_Krankgunners_SFO.pack:
Patch 3.0: Vanilla attributes renamed in main_units_tables.

and thanks again for your awesome mod!
greenphoenix23  [author] 18 May, 2023 @ 4:06pm 
I may or may not be working on some chorf units. :blissful_creep:
Norym 18 May, 2023 @ 7:55am 
I'd like to request a chaos dwarf infernal ironsworn (crankgunner) :)
greenphoenix23  [author] 16 May, 2023 @ 7:10pm 
@Rumpl4
Thanks! Glad you like them!

@BeatzCrusader
I'm not really sure what you are asking as they are completely different units. The crank gunners are a missile infantry unit with suppressing fire and an anti-infantry bonus and the organ guns are an artillery piece.
In terms of mechanical things, they behave like infantry rather than artillery. Can climb ladders, etc.
BeatzCrusader 16 May, 2023 @ 11:45am 
I've used these guys a tiny bit and I feel like I need to play the Devil's advocate; What can these guys do that an Organ Gun can't?
Rumpl4 12 May, 2023 @ 11:10pm 
Thank you, I'll need to go take a look at kit bashing, the model is really impressive
greenphoenix23  [author] 12 May, 2023 @ 7:48pm 
Howdy! I made the gun model myself, yes.

Specifically kitbashed it from existing assets, if that is what you meant, though
Rumpl4 12 May, 2023 @ 2:13pm 
Hello GreenPhoenix, is the gun a custom model? I built a crank gunner mod way back in WH2 using a custom gun model but it was a PITA if i'm honest with you, so being nosey as I want to start porting my mods over
greenphoenix23  [author] 9 May, 2023 @ 10:08pm 
Fixed! Good catch!
Yatchi. 9 May, 2023 @ 7:16pm 
@greenphoenix23 Noticed that the display for the name of the unit appears to be gone now, tiny thing but I would appreciate it if it was fixed. Many thanks!
BrennoPereira 30 Apr, 2023 @ 6:16pm 
@greenphoenix23 i've noticed that you've add 8 shots per volley to then, i suggest make it to empire repeater handgunners too(like markus kruber in vermintide 2).
Designated Dick Daddy 29 Apr, 2023 @ 5:02pm 
Is there a possibility that these could get Chaos-ified to join my legions of Chorfs?
Autumnchain 20 Apr, 2023 @ 1:41am 
I have to say, I prefer these Crank Gunners far more over the ones from Dawi Thunder. They feel far more refined to me and better fitted into the rest of the game.
Nassau 15 Apr, 2023 @ 1:17pm 
Thank you very much good Sir! I can now get back at mowing down all grudges!
greenphoenix23  [author] 14 Apr, 2023 @ 2:21pm 
Update!
The Crank Gunners will now fire properly after the DLC!
greenphoenix23  [author] 14 Apr, 2023 @ 2:16pm 
You are correct. The DLC broke a lot of custom animation sets. An update is on its way very soon!
Nassau 14 Apr, 2023 @ 2:10pm 
is it me? or are these gunners not firing anymore since update?
greenphoenix23  [author] 15 Mar, 2023 @ 9:59pm 
I'm glad to hear!
That's why I made them!