Total War: WARHAMMER II

Total War: WARHAMMER II

Survival Campaign - SFO! v1.0
535 Comments
E Rhyno 10 Jun, 2024 @ 10:38am 
Cant seem to get the game to load with this mod activated?
madpoet 5 Aug, 2023 @ 3:40pm 
Haven't played it without this mod in forever
Virthuss (法國人在台灣) 9 Feb, 2023 @ 9:24am 
Also, would it be possible to start the tide after some turns ? The early game is near impossible in VH/VH
Virthuss (法國人在台灣) 9 Feb, 2023 @ 4:47am 
Love the idea of a survival campaign. Will the mod be updated ? Also, is there a changelog somewhere to see a more detailed list of change provided by the mod, especially for the unit numbers ?
Thanks
Thornkill 30 Jul, 2022 @ 1:53pm 
Ok ty bud, I'll give that a shot, and thanks for all your hard work in the modding community :)
kam2150  [author] 30 Jul, 2022 @ 1:51pm 
Yes, whatever is above in load order, will overwrite entries from mods below.
Thornkill 30 Jul, 2022 @ 1:24pm 
@kam2150
Thanks for the quick response brother...
I'm using the default mod manager with the CA launcher, so let me absolutely be certain I understand what you're saying:
I have SFO Grimhammer at load order #20
I have your survival mod at load order #39

if I understand you correctly, you're saying survival mod needs to be #19?
kam2150  [author] 30 Jul, 2022 @ 12:30pm 
You have wrong load order, all submods need to be above main mod as mods are loaded from the top. If you had it below SFO, it simply did not work.
Thornkill 30 Jul, 2022 @ 12:12pm 
So I don't know for sure, but it feels like the autoresolve is off for the factions effected by this mod... Am I imagining things? I have the survival mod after SFO (it loads last, which means it's a higher number in load order, I believe that's how it works)

Just keep seeing stacks lose fights I previously thought they would win. Vampire Counts got wiped out super quick, order factions are thriving
Mosley was right 15 Jun, 2022 @ 6:17am 
This is great! It really helps bring about the stupidly-sheer scale of Warhammer battles as depicted in the lore.
l0wBoB 30 May, 2022 @ 7:18am 
My bad, I understood this mod as a flavour, not like another overhaul on top of SFO. :steamfacepalm: Thanks for clearing it up for me. :steamthumbsup:
RequiemSoul 30 May, 2022 @ 5:40am 
I quit!!
kam2150  [author] 29 May, 2022 @ 11:28am 
Well that is like fully point of this mod. General idea is that you should not even be able to win at all, just see how long can you survive.
l0wBoB 29 May, 2022 @ 10:51am 
Even though I love the idea of endless waves, my recent campaigns were impacted by this mod in a rather bad way. Playing as the Dreadfleet, I couldn't get any loot out of Ulthuan because Beastmen razed everything except a single gate. And playing as the Empire Expedition, I had to travel up to the midst of Lustria to find the last still standing Lizardmen settlements of Lord Mazdamundi for a quest because the whole southern Lustria already belonged to the Skaven. :(
n.pedrazalis 26 May, 2022 @ 2:35am 
ohthank you
kam2150  [author] 26 May, 2022 @ 12:50am 
Well it wont be compatible in a sense that these new units wont be affected but if your new units are foor "good" factions, then it should be fine.
n.pedrazalis 25 May, 2022 @ 6:32pm 
Hello please a question why do you say that this mod is incompatible with unit mods ? i mean i can use modded units on those factions and this will not affect those units i believe ? so there is no problem in putting moded units as well in my campaign
n.pedrazalis 24 May, 2022 @ 1:23pm 
is working i am using it i just dont know if it makes enemy units stronger or weaker , i hope stronger even if it lowers their stats i believe i want a challenge
Renown 17 May, 2022 @ 3:57pm 
Does this still work?
kam2150  [author] 13 Apr, 2022 @ 6:20am 
Tomb Kings are sort of good guys (which a huge emphasis on "sort of"), hence why they were never included.
Zappa 13 Apr, 2022 @ 4:52am 
and for tomb king? nothing?
Settra's stupid skeleton warrior suck opposing base orc in the desert with this mod :D
neverending 20 Feb, 2022 @ 6:53am 
okay great when the mod tools come up and stuff I might take you up on that offer thanks!
kam2150  [author] 19 Feb, 2022 @ 2:07pm 
I can walk you throug the basics of what to change, you can hit me up on Steam, I am always set as offline so just drop a message.
neverending 18 Feb, 2022 @ 6:40pm 
ah man, thanks Kam, if no one else does I think I might try
kam2150  [author] 16 Feb, 2022 @ 2:13am 
Hi All,

As Warhammer 3 is right around the corner, I want to let everyone know I wont be porting this mod there due to lack of time to maintain it.

Anyone who wants to take the spirit of Survival Campaign to WH3 has my blessing to use the name and idea :)
Frederik 11 Feb, 2022 @ 3:07am 
@Sanest Jinx Enjoyer grave guard with scythes aren't a vanilla or SFO unit, so this mod won't affect them.
GryBlack 25 Jan, 2022 @ 12:59am 
Hello. Good mod, congratulations. The question is, on what difficulty of the battle is the mod balanced. What is the recommended difficulty for battles with your mod? The size of units must be maximum? Sorry for my English.
. 15 Jan, 2022 @ 3:20am 
I've been looking for this mod for almost 1 year when i 1st time tried it. It was the best experience in grand campaign. So hard and so pretty, thx for the great mod!
Jinx Enjoyer 8 Jan, 2022 @ 4:19am 
I suspect you missed a unit, or otherwise something else is wrong. Grave guard units went up to 180 unit size for the normal and GW versions, but the anti-large scythe versions are still only at at 120 models and substantially weaker by like 4k HP, while costing the same upkeep. Other than that everything is great! Thanks for the good work!
Mosley was right 1 Jan, 2022 @ 12:51pm 
Thank you!
Molay 31 Dec, 2021 @ 11:59am 
That sounds like an excellent way to kick off the new year. Thanks so much!
Jensemann 30 Dec, 2021 @ 7:24am 
Thanks!!!
[OcUK] Silent 30 Dec, 2021 @ 3:21am 
Thanks for you great work Kam2150 :)

I'll let you know if I run into any problems
kam2150  [author] 29 Dec, 2021 @ 3:34pm 
Mod finally updated, let me know if there are any issues.
kam2150  [author] 29 Dec, 2021 @ 8:07am 
Half of them are already updated, rest to be finished later today.

From standalone parts, these are already working:
Fear the Undead Tide!
Fear the Beastmen Tide!
Fear the Vermin Tide!
[OcUK] Silent 29 Dec, 2021 @ 7:02am 
@Despair Same here!
Waiting before I start a new campaign
Jinx Enjoyer 28 Dec, 2021 @ 10:38pm 
Eagerly awaiting the update before i start my next campaign!
Jensemann 28 Dec, 2021 @ 10:18am 
I can't wait for the update! cannot play the game without it. Thanks for updating!
kam2150  [author] 25 Dec, 2021 @ 2:26am 
I hope to have it updated over next 2-3 days.
Who 24 Dec, 2021 @ 7:35pm 
Can confirm, ctd on launch. This mod really improves the game, can't wait to use it again. Thank you for this awesome mod!
Mosley was right 23 Dec, 2021 @ 6:28am 
I can't wait for the update! This mod makes the game much, much better (and lore friendly, for that matter).
[OcUK] Silent 18 Dec, 2021 @ 2:43am 
Hey Kam2150

How you getting on with the update? :D
FeldwebelSteiner 28 Nov, 2021 @ 2:30pm 
you are the best:steamhappy:
kam2150  [author] 28 Nov, 2021 @ 7:38am 
Yes, will require around 2 weeks to update.
Legalise Medicinal Nuclear Bombs 28 Nov, 2021 @ 12:25am 
@nab seconded
nab 27 Nov, 2021 @ 12:16pm 
Getting CTD on game launch after the latest SFO update.
Buffalo 30 Sep, 2021 @ 7:41pm 
There are a problem with the survival mod, survival boosted faction loose more faster than in vanilla ! I don't know if the problem come from autoresolve or units stats, but its really something to fix
Karchedon 29 Sep, 2021 @ 1:23pm 
ok somehow the mod fixed for me by itself because now i have truly one of the most fun campaign ever. I am drowning in goblins, zombies are basically encircling me in every battle, marauders are shaking the earth, bats are eating alive my archers, hordes of trolls are breaking my gates and skaven tide is flooding my empire :D
Karchedon 26 Sep, 2021 @ 9:38am 
from my side too - Stirland by itself ate half of sylvania xD moussillon got owned in first 20 turns, dwarfs are speeding up through badlands. With basic imperial army (Karl Franz starter army + few additional swordsmen units) i autoresolved 6k beastmen army loosing only one spearman unit...
i really do not get it, i thought that it will make a challenging campaign:D
Drakken 12 Sep, 2021 @ 8:01am 
Also. I reached turn 150 and no chaos invasion yet. It is set to legendary on my campaign. The only mods that have changed since my last playthrough are this mod and SFO which is getting regular updates.