Total War: WARHAMMER II

Total War: WARHAMMER II

Proper Combat Mod 2 - SFO Edition
531 Comments
Profile Name 7 Dec, 2024 @ 2:00pm 
I wish I could search the comments section for my question.
Wall settlements have always been an issue with the community.
They say if your city has walls, just keep your units off it, and meet the enemy on the streets.

I find this to be a case that (small infantry) units can just, willy nilly climb any section of wall they wish.
I would like to know is how much of a penalty to a unit's Exhaustion this now gives when going up a ladder?
If I am wearing full plate mail, and I am climbing , I am going to get really tired!
If I'm a peasant with a stick, maybe less so :P
I think climbing the ladders should be pretty strenuous, and should give a better reason to defend the walls.

Well, If this works that way, I won't need to find a mod that increases exhaustion when using ladders.
Thank you.
kam2150  [author] 8 Jul, 2023 @ 3:47pm 
I dont have WH2 installed so can't check but it did work last time :D
Claire <3 8 Jul, 2023 @ 9:42am 
does this still work properly?
The Phoenix 8 Jul, 2023 @ 5:22am 
Does this mod affect/increase overall average battle time ?
kam2150  [author] 7 Mar, 2023 @ 4:51am 
Never used KMM but in normal manager all submods go above whatever you want to overwrite.
Umriq 7 Mar, 2023 @ 4:34am 
Sorry if i'm bothering you, but is this supposed to be below of base Sfo or up top of it ? using KMM
gabrielps38 30 Sep, 2022 @ 6:31pm 
If i play with Cataphs Southern Realms does this mod affects the new units?
Stream1917 30 May, 2022 @ 1:47am 
Hi!
just wondering if there is any chance of this getting another update. Using just this and SFO seems to not affect the battle speed anymore (running & charging speed).
Finger crossed, thanks for porting over this mod for SFO!
K4mil 26 Mar, 2022 @ 7:34am 
Has it any impact on battle autoresolve results? I'm just wondering if it has any influence on balance on campaign map in the mod.
nndtnnd 16 Mar, 2022 @ 4:19am 
How does it compare with the combat pace of DEI?
nndtnnd 16 Mar, 2022 @ 4:11am 
Does it work with the latest version of SFO?
GryBlack 25 Jan, 2022 @ 6:59am 
As an overestimated morale of troops and underestimation of damage by the player))
kam2150  [author] 25 Jan, 2022 @ 5:50am 
Battle in TW games are only balanced on normal. All higher difficutly level just give AI units hidden stat bonuses. Only Three Kingdoms and Troy got better AI with battle difficulty.
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.
MyPillow 15 Jan, 2022 @ 9:02pm 
How could I go about making the combat a little bit slower?
kam2150  [author] 14 Jan, 2022 @ 7:15am 
Dont know, as it depends if they added new weapon entries or not. If they did, then it wont affect new ones.
georathien 14 Jan, 2022 @ 7:11am 
It just adds new units to the empire, will your mod affect their stats ? Thanks
kam2150  [author] 14 Jan, 2022 @ 7:04am 
Depends what that submod adds.
georathien 14 Jan, 2022 @ 7:00am 
Hi is the reduction in stats apply to guns of the empire sfo submod? I doubt it,
davidcousineau 29 Dec, 2021 @ 9:15pm 
Thanks for the update, not a true battle unless you use Proper Combat!
Caius.Bingerus® 27 Dec, 2021 @ 12:20am 
Thank you kam2150! Thank you!
kam2150  [author] 26 Dec, 2021 @ 2:21pm 
Mod updated.
Black Rabbit 18 Dec, 2021 @ 1:18pm 
Does this help for vampires?
kam2150  [author] 28 Nov, 2021 @ 7:39am 
Not sure how it works with latest SFO update as this mod is not yet updated for it.
Kenjataimu 27 Nov, 2021 @ 8:53pm 
What values did you set for the different changes? I still think battles are a bit too fast, and forcing me to abuse slowmotion and pause too often
Mr. Tarzan 25 Sep, 2021 @ 9:50am 
Alternatively, you could get the two mods and edit them together into a new mod via RPFM, keeping the specific changes you like from each mod
kam2150  [author] 31 Aug, 2021 @ 8:44am 
You can't mix battle mods together.

This also slows down stuff so just pick which work better for you.
Haldukar 31 Aug, 2021 @ 7:12am 
does it works with slow battles submod by Venris ?
Carcino 31 Aug, 2021 @ 6:09am 
Alright thanks for clarifying Kam.
kam2150  [author] 31 Aug, 2021 @ 6:08am 
Correct, submods need to be on top of list in order to work properly.
Carcino 31 Aug, 2021 @ 6:06am 
When you wrote "All submods always go before main mod" you meant that submods need to have priority over main mods so they need to load after, right? If not I have been doing this wrong all along and alphabetically SFO loads before Proper combat.
Captain Rex 30 Aug, 2021 @ 4:03pm 
Alright, thank you Kam!
kam2150  [author] 30 Aug, 2021 @ 1:46pm 
All submods always go before main mod.
Captain Rex 30 Aug, 2021 @ 10:40am 
Should it Load before or after sfo?
Sinbuster 23 Aug, 2021 @ 4:01pm 
Thanks Kam.
Drakken 23 Aug, 2021 @ 4:57am 
I will give this a try Kam. Thanks again for your work!
Carcino 23 Aug, 2021 @ 4:29am 
Awesome, thanks Kam!
kam2150  [author] 23 Aug, 2021 @ 3:05am 
Mod updated.
kam2150  [author] 21 Jun, 2021 @ 1:59pm 
Depends on what changes are there. If they have new weapon entries, they might be a bit deadlier than others or a bit faster than others, by 10%-15%.
captainducko 21 Jun, 2021 @ 1:02am 
Does this work with OVN lost factions? Or will lost factions be uneffected by this, leading to balance issues?
Alleyviper 11 Jun, 2021 @ 4:57pm 
Awesome thanks!
kam2150  [author] 11 Jun, 2021 @ 12:58pm 
Magic is also changed as that damage is also located together with projectiles and expolsions.
Alleyviper 11 Jun, 2021 @ 9:42am 
Does this inherently make magic stronger since everything else is reduced damage wise. This looks awesome and will try it out but was curious as it doesnt' look like there are changes to that.
gabrielps38 22 May, 2021 @ 9:19am 
does this work with kislev reborn and kraka drak?
davidcousineau 21 May, 2021 @ 7:24am 
Thanks alot, I love long battles.
Nirnad 20 May, 2021 @ 8:36am 
thx alot. essential mod!
captainducko 20 May, 2021 @ 2:28am 
nice job
kam2150  [author] 19 May, 2021 @ 2:48pm 
Mod is now updated to new SFO patch.
tyke 1 May, 2021 @ 4:53pm 
This mod seems incompatible with any mod that reduces range of towers/disables towers.

Tried changing mod load orders but towers are still vanilla ICBM launchers.
captainducko 30 Apr, 2021 @ 4:09pm 
so this slows down combat?