Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Crank Gunners
136 comentário(s)
greenphoenix23  [autor(a)] 23 de ago. às 8:53 
That is unintended! Thanks for the report!
WeaponisedMoron_2 23 de ago. às 8:38 
Are the crank gunners supposed to make ratling gun chitter and laughing noises? when they fire they go full skaven mode.
greenphoenix23  [autor(a)] 21 de ago. às 8:10 
Yesh. They updated one of the tables related to units, so most unit mods broke.
Could be much worse though!
Gecko 2.6 21 de ago. às 3:18 
Thanks a lot! Most appreciated! You are Awesome! <3

And yeah, I hate when Devs change some base mechanic or something that a lot of mods need and thus break mods. :(
greenphoenix23  [autor(a)] 20 de ago. às 22:10 
Updated for 5.2!
greenphoenix23  [autor(a)] 20 de ago. às 13:50 
Yeah.
They changed a table so most unut mods are going to be broken.

I'll be getting fixes out asap!
Gecko 2.6 20 de ago. às 12:13 
Sadly the last Update broke a lot of mods, including this one. :(
greenphoenix23  [autor(a)] 17 de ago. às 17:36 
Updated!
greenphoenix23  [autor(a)] 17 de ago. às 12:36 
Working on getting everything updating this weekend, so if it doesn't now it will soon!
Gecko 2.6 17 de ago. às 12:27 
so does this one still work? :)
greenphoenix23  [autor(a)] 11 de ago. às 7:47 
Thanks for the report!
Snvke_3yeS 11 de ago. às 1:56 
a liiitle animation issue with the gun losing the top cap thingy after finishing the rotating animation
luca.barbieri1 30 de jun. às 6:45 
hi, i would like to ask if this mod will be updated to the latest patch, thanks
SarmatII 21 de mai. às 17:22 
Thanks for the updates!

Dawi now just need gunners with long rifles. :) Like the Crane Gunners, or the new Hochland Rifles.
greenphoenix23  [autor(a)] 21 de mai. às 16:56 
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 de mai. às 15:22 
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 de mai. às 19:15 
Ha, you were correct! Thanks for checking and the advice, all is working fine now.
greenphoenix23  [autor(a)] 6 de mai. às 20:57 
@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 de mai. às 9:44 
Hey, that's fast! Thank you!
greenphoenix23  [autor(a)] 6 de mai. às 9:12 
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 de mai. às 9:05 
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  [autor(a)] 3 de mai. às 19:08 
This is now updated!
greenphoenix23  [autor(a)] 1 de mai. às 21:38 
It probably does, but I haven't tested it yet. The dwarf mods will be updated next.
Emprah's Finest 1 de mai. às 20:29 
Heya does this still work?
SarmatII 18 de abr. às 0:35 
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 de jan. às 19:45 
cant wait to see that @greenphoenix23
Fargus404 10 de jan. às 4:53 
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  [autor(a)] 10/dez./2023 às 16:17 
There will be definitely be some chaos dwarf units from me at some point.
Corsica 10/dez./2023 às 12:59 
this for chaos dwarfs would be so epic

I agree!
Pappi_Rabbi 25/nov./2023 às 19:09 
this for chaos dwarfs would be so epic
greenphoenix23  [autor(a)] 16/out./2023 às 0:47 
@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  [autor(a)] 13/out./2023 às 9:53 
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  [autor(a)] 13/out./2023 às 9:26 
I have confirmed that it is SFO causing the problem.
Looking into the reason why.
greenphoenix23  [autor(a)] 13/out./2023 às 8:14 
@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/out./2023 às 4:58 
Unfortunately the gunners are just A posing now,
flameshroud 13/out./2023 às 0:51 
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  [autor(a)] 12/out./2023 às 19:38 
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/out./2023 às 14:21 
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/out./2023 às 13:53 
Do we know anything about the SFO submod for this crank gunners?
greenphoenix23  [autor(a)] 10/set./2023 às 23:20 
Updated!
mikelangelo70 2/set./2023 às 7:10 
update please
Rewasder 14/jun./2023 às 14:52 
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  [autor(a)] 4/jun./2023 às 9:19 
@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 às 15:31 
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 às 16:08 
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  [autor(a)] 18/mai./2023 às 16:06 
I may or may not be working on some chorf units. :blissful_creep:
Norym 18/mai./2023 às 7:55 
I'd like to request a chaos dwarf infernal ironsworn (crankgunner) :)
greenphoenix23  [autor(a)] 16/mai./2023 às 19:10 
@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/mai./2023 às 11:45 
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/mai./2023 às 23:10 
Thank you, I'll need to go take a look at kit bashing, the model is really impressive