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@ТВОЯ САМООЦІНКА Спасибо~ Не знаю уж, работает ли. Если что, все изменения есть в описании.
I do not think I will be able to do it, but all the changes are in the description, maybe someone will make it to work in WH3, I have no problem with that.
@Fear2288 Load order should not matter (at least I had no issues related to it and there are no reasons for it to matter).
Sadly I will not be able to test it or update in the near future.
Generally the mod should work with new versions, only some changes to specific new units will not be implemented, but they should be balanced anyway.
Does load order matter? Do the three (this, artillery, active) need to be in a certain order with one another?
I will get to it... eventually.
Compability depends on what the other mod is doing. What this mod is doing you can see in the description.
I do not have the game installed, but the path should be something like that:
"..\Steam\steamapps\common\Total War WARHAMMER II\data"
In this "data" folder .pack-files are located, you should place .pack-files of mods there.
https://www.dropbox.com/s/ow9cakhq6soa7qy/speccombat_20201204_missile_ignore_own_unit_for_friendly_fire.pack
The problem is that while the game is updated, database for modding in assembly kit is yet to update:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/2250056952648617230/?appid=594570
I do not know any way to get the updated data for mod without modding tools, so for now the only option is to wait...
• Anti-large units will hit cavalry and large beasts harder. They will go easier on infantry though. Anti-infantry units will be more anti-infantry too.
• Firearms will stop being crossbows with better armor piercing. They will sweep away enemy squads with one volley. It will take much longer time to reload though. They will require line of sight to fire.
For these changes to work it is possible to recompile the SC mod with SFO values and try to give it more priority, but I am not sure that these changes are important enough to make the effort worth it.
• Reckless cavalry frontal charges will stop sending spearmen flying. Charges from the rear will give them even more painful experience though.
• That one crippled dwarf on the edge of the map, lone survivor of his squad, will not regain his will to fight if their leader is long dead.
• Melee attack and defence ratio will have a little more influence on hit chance. (min/max hit chance is locked to 15-75 in SFO though with base at 20)
• On siege battles it will take more time to climb walls using miracle-spawn ladders, so you will want to use some siege vehicles. Fort towers will hit harder, but will not reach that far. The change for towers in SFO is relatively similar though.
'kv_morale' - OK.
'kv_rules' - OK except min/max hit chance. It can affect balance significantly, so SFO enforced value may be kept.
'melee_weapons' - SFO enforces values.
'projectiles' - SFO enforces values.
'kv_key_buildings' - SFO enforces 80 degrees instead of SC 86 degrees, quite close.
'battlefield_buildings' - SFO enforces values close or higher than vanilla (while SC halves them).
That "missile_ignore_own_unit_for_friendly_fire" line causes the most unexpected things for people, I think (:
And it is not as convinient to download mod version without it, you will have to place it in the folder yourself and all... But dealing with Workshop is a trouble too, but for modders %)
I might have been rather unclear. I don't think it is an issue, only that that mod might solve (in its own way) the problem with 'archers won't shoot', that mr. Back had.
Tbh i didn't even download Your mod - it sounds nice and quite fitting for my playstyle, but i'm allready using too many...
I tried downloading that but getting no joy, I use the ingame mod manager so maybe thats the issue? I did really enjoy the mod though, just made being the high elves a bit of an issue XD funnily enough, my sisters of av would fire with no issue but my standard archers wouldn't.
I am not sure when the range units stop firing, maybe the version without line of sight requirement [www.dropbox.com] will prevent that.
@doubloon time رات الدهو You are welcome~
To upload the mod to the Workshop I had not only to temporarily delete the descriptions, but to reinstall the game with beta-launcher.
Soon it will be easier to fully recompile the mod with all the tables updated and unncecessary lines deleted in Pack File Manager than to upload the result to the Workshop.
I will try to update this mod as soon as I will have time.
If you find some problem to update with the new laucher, here is the solution :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715626133