Total War: WARHAMMER II

Total War: WARHAMMER II

Specialized Combat
123 Comments
HEU3BECTEH  [author] 12 Sep, 2023 @ 11:19am 
@The Phoenix I do not think it changes it.
@ТВОЯ САМООЦІНКА Спасибо~ Не знаю уж, работает ли. Если что, все изменения есть в описании.
ТВОЯ САМООЦІНКА(UA 14 Aug, 2023 @ 4:19pm 
Хороший мод. Помню ставил его еще на пиратку первой вахи, ковырялся с этим hex editor'ом. Клёвый мод, спасибо. Надеюсь работает)
Iron 10 Jul, 2023 @ 12:17pm 
@003skar98 It is compatible with SFO, ranged tables may be slightly effected, but can always place above mod sfo in load order and test.
The Phoenix 8 Jul, 2023 @ 5:23am 
Does this mod affect/increase overall average battle time ?
003skar98 18 Sep, 2022 @ 6:32am 
Sfo compatibility?
HEU3BECTEH  [author] 16 Sep, 2022 @ 12:50pm 
@Zero Thank you~
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.
Zero 10 Sep, 2022 @ 5:12pm 
Any plans to bring this to WH3? Love this
HEU3BECTEH  [author] 6 May, 2022 @ 7:13am 
Thanks for the comments~
@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.
Fear2288 8 Apr, 2022 @ 4:34pm 
Does this still work for anyone? I can’t tell if this and the other two mods are actually working. It doesn’t look/feel like they are.

Does load order matter? Do the three (this, artillery, active) need to be in a certain order with one another?
Orums 22 Dec, 2021 @ 11:21pm 
if this works, it'll address hald the salt I have over this game
sirmicou85 8 Aug, 2021 @ 6:20am 
Hi ! Thank you for your work, but could we get an update please ? :)
HEU3BECTEH  [author] 2 Aug, 2021 @ 1:28am 
@SpiceMerchant So the game was updated again... Were there major changes? %)
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.
SpiceMerchant 29 Jul, 2021 @ 2:30pm 
also does this work with the southern realms mod?
SpiceMerchant 29 Jul, 2021 @ 2:29pm 
update plz
Avel 14 Jun, 2021 @ 10:27am 
О! Это круто! Спасибо за ответ :)
HEU3BECTEH  [author] 14 Jun, 2021 @ 10:09am 
@Avelium Насколько припоминаю, это что-то в духе шанса, что лошадь встанет на дыбы и откажется бежать на копья.
Avel 14 Jun, 2021 @ 8:25am 
Бро, братишка, подскажи пожалуйста, за что отвечает refusal_chance_vs_charge_reflectors из kv_rules?
HEU3BECTEH  [author] 23 Feb, 2021 @ 11:20pm 
@Flyer[-F-W-] I do not know what brutal battles does. Sounds similar to More Active Clash, like it is mostly visual. Then it should work, I guess.
Victoriauwu 23 Feb, 2021 @ 8:40pm 
Does this work with brutal battles?
HEU3BECTEH  [author] 9 Feb, 2021 @ 10:10pm 
@james_back That is a reasonable question.
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.
Flevedir 9 Feb, 2021 @ 11:09am 
Really dumb question from me, but I use the ca mod manager, how do I use the dropbox thing? Like I said im thick haha
HEU3BECTEH  [author] 30 Dec, 2020 @ 2:05am 
@Scrotum Scratcher Yes, there is a version ignoring troops from the same unit for line of sight. There is a link to dropbox in the description. I will try pasting it here:
https://www.dropbox.com/s/ow9cakhq6soa7qy/speccombat_20201204_missile_ignore_own_unit_for_friendly_fire.pack
Scrotum Scratcher 29 Dec, 2020 @ 4:46pm 
hi, is there a version that doesn't change firearms?
Satis 7 Jun, 2020 @ 9:11am 
@HEU3BECTEH(RUS) Согласен,БЫЛ.Но походу удалили.
HEU3BECTEH  [author] 7 Jun, 2020 @ 3:06am 
@Satis Приветствую. У меня нет, но где-то в мастерской подобный мод был...
Satis 6 Jun, 2020 @ 9:34am 
Привет,у тебя есть отдельный мод уменьшающий радиус стрельбы крепостных башен?
LittleBird 29 May, 2020 @ 11:26pm 
thanks! finally can continue my game!
HEU3BECTEH  [author] 29 May, 2020 @ 12:24pm 
Recompiled with the new game version.
HEU3BECTEH  [author] 26 May, 2020 @ 12:56am 
@LittleBird Thank you for the feedback~
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...
LittleBird 25 May, 2020 @ 11:14am 
plz update, I can't live with out this mod
HEU3BECTEH  [author] 12 Jan, 2020 @ 1:01pm 
What does not work with SFO:
• 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.
HEU3BECTEH  [author] 12 Jan, 2020 @ 12:57pm 
So what works with SFO:
• 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.
HEU3BECTEH  [author] 12 Jan, 2020 @ 12:56pm 
Did some check of SFO compability...
'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).
HEU3BECTEH  [author] 30 Dec, 2019 @ 12:16pm 
Updated. And Workshop reupload even worked without being ***, that is good.
HEU3BECTEH  [author] 20 Dec, 2019 @ 9:18pm 
@Hunter4836 Oh... I will update surely, but it will not be possible until Sunday at least...
Hunter4836 17 Dec, 2019 @ 9:50pm 
update?
HEU3BECTEH  [author] 25 Nov, 2019 @ 8:02am 
@cpt. GreenTail Yeah, it is likely to help with units not wanting to shoot. I guess at cost of more friendly casualties though. Allowing "missile_ignore_own_unit_for_friendly_fire" helps with that too, I think. Because then units just do not care about shooting though each others heads without making real damage.
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 %)
Tilki 25 Nov, 2019 @ 7:43am 
@HEU3BECTEH(RUS)
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...
HEU3BECTEH  [author] 25 Nov, 2019 @ 7:07am 
@cpt. GreenTail There is no issue with line of sight though, it works as intended. If you do not like how it works - there is a link in the description to the mod version without "missile_ignore_own_unit_for_friendly_fire" entry. If I will change "projectile_friendly_fire_man_radius_coefficient" to another values (I assume mod from the link does that) allowing friendly units slaughter, it will not be very pleasant...
Tilki 24 Nov, 2019 @ 11:21am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1499626867 - this might solve the issue with line of sight IF it still works as i remember, no promises though...
Flevedir 20 Nov, 2019 @ 7:33pm 
@HEU3BECTEH(RUS)

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.
HEU3BECTEH  [author] 20 Nov, 2019 @ 2:09pm 
@james_back Thank you for the feedback~
I am not sure when the range units stop firing, maybe the version without line of sight requirement [www.dropbox.com] will prevent that.
Flevedir 20 Nov, 2019 @ 1:49pm 
Loved the mod, only issue I found is that my range units just stopped firing after the approach!
HEU3BECTEH  [author] 15 Nov, 2019 @ 9:38am 
@Ricco Thank you for the feedback~
@doubloon time رات الدهو You are welcome~
Revelations 14 Nov, 2019 @ 4:43pm 
I love this mod so far. Combat always felt so slow and guns felt really weak.
doubloon time 21 Sep, 2019 @ 7:37pm 
Thanks for the update! :archerrat:
HEU3BECTEH  [author] 18 Sep, 2019 @ 10:48am 
Recompiled with the new game version.
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.
HEU3BECTEH  [author] 17 Sep, 2019 @ 3:16pm 
I already have the updated mod, by the way, but I am still struggling to upload it.
HEU3BECTEH  [author] 15 Sep, 2019 @ 12:32pm 
@sirmicou85 Thank you for the link! I did have some problems with update.
I will try to update this mod as soon as I will have time.
sirmicou85 15 Sep, 2019 @ 12:04pm 
Hi, can we get an update please ? :)

If you find some problem to update with the new laucher, here is the solution :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715626133