Total War: WARHAMMER II

Total War: WARHAMMER II

GOW's Realistic Siege - no center Rush
43 Comments
General Brooks 22 Dec, 2020 @ 11:29am 
Please do update this if you have the time, this is a compulsory mod for me.
MINOS 3 Dec, 2020 @ 10:22pm 
@ GOW LIKE A BOSS :

You're welcome - now you can even update it someday ;)
GOW LIKE A BOSS  [author] 3 Dec, 2020 @ 9:22pm 
@Minos Thank you
MINOS 3 Dec, 2020 @ 6:58pm 
I have a Leftover of the working Mod in my Data Folder, so im linking the File here:

https://easyupload.io/xcfewm

https://gofile.io/d/TtckOg
MINOS 3 Dec, 2020 @ 6:51pm 
No, this Mod aint never gonna work again, unless you upload current Version, as the Workshop corrupted it.
Its not a valid packfile anymore and even renaming it, doesnt make it readable again.
GOW LIKE A BOSS  [author] 3 Dec, 2020 @ 5:53pm 
@covid dinos: No, and I don't have PFM anymore to update it, but it should work fine. Minos said the mod data is missing though, so something might have happened to the mod. Feel free to give it a try though, being out of date never stopped it from working in the past
🦖 1 Dec, 2020 @ 3:14am 
Is this up to date? Beyond sick of of this ridiculous mechanic.
MINOS 25 Nov, 2020 @ 1:07pm 
The Mod Data is completely missing.
Its just a File called " 883127725616599462_legacy.bin ".
Seckyblanket 25 Nov, 2020 @ 5:52am 
I tried opening it in pfm but wouldn’t open for me sadly but thank you for the respond I’ll try again to fiddle with it later
GOW LIKE A BOSS  [author] 24 Nov, 2020 @ 12:47pm 
@Seckyblanket, I don't have PFM (Pack File Manager) installed anymore (I got a new hard drive recently) but if you open up my mod in PFM you should be able to tell (I'd just tell you, but I don't remember). It should only be one category and it will have very high numerical values.
Seckyblanket 21 Nov, 2020 @ 12:00am 
question where in the data table is the capture point number amount located? i cant seem to find any mod that changes it other than yours but sadly yours doesnt pop up in KMM for me
Seckyblanket 20 Nov, 2020 @ 11:57pm 
cant seem to get this to load in the KMM it doesnt show up sadly :(
GOW LIKE A BOSS  [author] 4 Apr, 2020 @ 7:24am 
I think there are other mods that may remove ladders, or make them more ineffective (max fatigue after climbing or something).

It should be compatible. Just load my mod after SFO and if SFO does change these two values my mod will overwrite just those two changes in SFO (if SFO makes them at all) and won't effect anything else in SFO.
Ɖon | Morgrain 3 Apr, 2020 @ 6:19am 
is this compatible with sfo in any way? also there was a mod for warhammer I that removed siege ladders, can it be ported to warhammer II?
Abokan 30 Dec, 2019 @ 7:14am 
Update please ... :steamsad:
Lampros 6 Oct, 2019 @ 2:33pm 
Is there a way to eliminate siege ladders at all? Ladders just make holding onto walls pointless.
GOW LIKE A BOSS  [author] 27 Apr, 2019 @ 9:40am 
Hello, for all asking, this mod does not need an update. It will play fine (has been tested). All updating will do is make that notification saying it needs an update go away. Nothing will change with the mod's effectiveness.
WΛRMΩNGΞR 17 Apr, 2019 @ 10:52am 
Does this mod need an update due to the update and dlc?
WΛRMΩNGΞR 10 Apr, 2019 @ 11:35am 
Now how about a mod that removes magical pocket ladders?
Sir Motte 9 Apr, 2019 @ 2:24am 
Still working fine, no update needed.
Spectronom 3 Mar, 2019 @ 3:15am 
update !!!!
WΛRMΩNGΞR 16 Dec, 2018 @ 7:23pm 
Well at least its better than it was before.
MINOS 29 Jun, 2018 @ 8:55pm 
This Mod doesnt need an Update, but it doesnt help against the AI camping in the Centre...so its still kinda MEH....
Anomaly 28 Jan, 2018 @ 10:40am 
Does the mod still work?
Ragmarc88 24 Jan, 2018 @ 2:04am 
Little update please
Elite665 6 Jan, 2018 @ 7:05am 
still works fine rn
Elite665 6 Jan, 2018 @ 7:05am 
yes but not up to date he is updating when the tomb kings DLC comes out
Epyon (AnimeToxic) 2 Jan, 2018 @ 11:10am 
does this still works?
Revan519 30 Dec, 2017 @ 10:00pm 
a video of this would be kool
挂鱼 16 Dec, 2017 @ 3:21am 
so good,thx
Epyon (AnimeToxic) 5 Nov, 2017 @ 3:00pm 
thanks :)
GOW LIKE A BOSS  [author] 5 Nov, 2017 @ 2:29pm 
Yeah, just click that :)
I see there is new DLC coming out, so when I download it I will update the mod. It doesn't change anything in it, but it will get rid of the "out of date" warning on it :)
Epyon (AnimeToxic) 5 Nov, 2017 @ 2:28pm 
ok let me try again it has the yellow mark on it when i tried using it :/ thanks for this love you <3
GOW LIKE A BOSS  [author] 5 Nov, 2017 @ 2:27pm 
@Prah, is it not working for you?
Necropolitan13 3 Nov, 2017 @ 11:10pm 
It still works for me, so shouldn't be a problem. Been playing ME with it for a while just fine.
Epyon (AnimeToxic) 2 Nov, 2017 @ 5:33pm 
why it not ready for ME :(?
Eyshma 31 Oct, 2017 @ 11:26pm 
such a good mod ;~; finally no stupid runaway skaven winning the game even though im overpowering them
Necropolitan13 31 Oct, 2017 @ 11:24pm 
No worries, man. I figured it would be difficult, if not impossible, to alter the behavior of tower capturing, just thought I'd throw the idea out there. And thanks for the situation update, take your time settling in, this stuff is just for fun anyway. :)
GOW LIKE A BOSS  [author] 31 Oct, 2017 @ 8:58pm 
Hello all! Thank you for your feedback and your support! I moved a few weeks ago, just recently got internet set up at my new place, and between work and settling in I have been away for a bit. So sorry for the delayed response.

@Necropolitan13: As to your first point, I do not know if there is a way to change how many units are required to hold a tower. I alter the time it takes to capture or lose a tower, but I do not change how many units need to be present to capture or lose the tower.

@Both: I will look into a lesser mod eventually (to only slightly increase the capture time for the center), but am unable to do so for the next few weeks due to time constraints. But I will look into that!
Rustic Clover 23 Oct, 2017 @ 7:13pm 
I echo what Necropolitan13 said.
Necropolitan13 23 Oct, 2017 @ 4:37pm 
I've been trying this for a bit now, and I like it, but still have the problem with tower capturing that I mentioned before. However, I also now feel that it might be better if the capture of the city center was only a little bit longer than default (maybe a full minute or two of capturing time), but make the time to hold for victory much longer. As far as I'm aware, having your city's center be captured gives your units a morale penalty, which makes sense, but it would prevent the cheap timer victory. It would give you incentive to keep enemies out of your city completely, rather than just letting them run amok behind the walls, and could lead to a multi-stage siege more quickly; i.e. the enemy slips in and takes your center, which lessens your odds of winning due to your troops' morale, so you may want to relinquish the walls altogether to retake your center and form a new defensive position there. Just my thoughts. Still, this mod makes sieges feel much less cheap, so good job.
Versidious 22 Oct, 2017 @ 9:27am 
Thanks! The whole capture point struck me as ridiculous since it first appeared in TW games. "We've finally beaten the enemy at the walls and have sufficient forces left to retake the city centre." "Yeah, but they've been there for *three minutes*!" "Welp, shit, you're right, better just kill ourselves to save them the trouble." If it has to do anything, it should either flip the attacker/defender roles for time-out victory, or just be a morale hit.
Necropolitan13 15 Oct, 2017 @ 11:52am 
Is there a way to change how towers are captured? It's really annoying that enemies can capture my towers even when I still have a heavy presence in the capture area. It should either remain in my control until I've actually started significantly losing the wall or go neutral/uncaptured once the enemy has near-equivalent forces in the area.