Total War: WARHAMMER II

Total War: WARHAMMER II

Proper Combat Mod 2 - SFO Edition
531 kommentarer
Profile Name 7 dec, 2024 @ 14:00 
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  [skapare] 8 jul, 2023 @ 15:47 
I dont have WH2 installed so can't check but it did work last time :D
Claire <3 8 jul, 2023 @ 9:42 
does this still work properly?
The Phoenix 8 jul, 2023 @ 5:22 
Does this mod affect/increase overall average battle time ?
kam2150  [skapare] 7 mar, 2023 @ 4:51 
Never used KMM but in normal manager all submods go above whatever you want to overwrite.
Umriq 7 mar, 2023 @ 4:34 
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 @ 18:31 
If i play with Cataphs Southern Realms does this mod affects the new units?
Stream1917 30 maj, 2022 @ 1:47 
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 @ 7:34 
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 @ 4:19 
How does it compare with the combat pace of DEI?
nndtnnd 16 mar, 2022 @ 4:11 
Does it work with the latest version of SFO?
GryBlack 25 jan, 2022 @ 6:59 
As an overestimated morale of troops and underestimation of damage by the player))
kam2150  [skapare] 25 jan, 2022 @ 5:50 
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 @ 0:59 
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 @ 21:02 
How could I go about making the combat a little bit slower?
kam2150  [skapare] 14 jan, 2022 @ 7:15 
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 @ 7:11 
It just adds new units to the empire, will your mod affect their stats ? Thanks
kam2150  [skapare] 14 jan, 2022 @ 7:04 
Depends what that submod adds.
georathien 14 jan, 2022 @ 7:00 
Hi is the reduction in stats apply to guns of the empire sfo submod? I doubt it,
davidcousineau 29 dec, 2021 @ 21:15 
Thanks for the update, not a true battle unless you use Proper Combat!
Caius.Bingerus® 27 dec, 2021 @ 0:20 
Thank you kam2150! Thank you!
kam2150  [skapare] 26 dec, 2021 @ 14:21 
Mod updated.
Black Rabbit 18 dec, 2021 @ 13:18 
Does this help for vampires?
kam2150  [skapare] 28 nov, 2021 @ 7:39 
Not sure how it works with latest SFO update as this mod is not yet updated for it.
Kenjataimu 27 nov, 2021 @ 20:53 
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 @ 9:50 
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  [skapare] 31 aug, 2021 @ 8:44 
You can't mix battle mods together.

This also slows down stuff so just pick which work better for you.
Haldukar 31 aug, 2021 @ 7:12 
does it works with slow battles submod by Venris ?
Carcino 31 aug, 2021 @ 6:09 
Alright thanks for clarifying Kam.
kam2150  [skapare] 31 aug, 2021 @ 6:08 
Correct, submods need to be on top of list in order to work properly.
Carcino 31 aug, 2021 @ 6:06 
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 @ 16:03 
Alright, thank you Kam!
kam2150  [skapare] 30 aug, 2021 @ 13:46 
All submods always go before main mod.
Captain Rex 30 aug, 2021 @ 10:40 
Should it Load before or after sfo?
Sinbuster 23 aug, 2021 @ 16:01 
Thanks Kam.
Drakken 23 aug, 2021 @ 4:57 
I will give this a try Kam. Thanks again for your work!
Carcino 23 aug, 2021 @ 4:29 
Awesome, thanks Kam!
kam2150  [skapare] 23 aug, 2021 @ 3:05 
Mod updated.
kam2150  [skapare] 21 jun, 2021 @ 13:59 
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 @ 1:02 
Does this work with OVN lost factions? Or will lost factions be uneffected by this, leading to balance issues?
Alleyviper 11 jun, 2021 @ 16:57 
Awesome thanks!
kam2150  [skapare] 11 jun, 2021 @ 12:58 
Magic is also changed as that damage is also located together with projectiles and expolsions.
Alleyviper 11 jun, 2021 @ 9:42 
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 maj, 2021 @ 9:19 
does this work with kislev reborn and kraka drak?
davidcousineau 21 maj, 2021 @ 7:24 
Thanks alot, I love long battles.
Nirnad 20 maj, 2021 @ 8:36 
thx alot. essential mod!
captainducko 20 maj, 2021 @ 2:28 
nice job
kam2150  [skapare] 19 maj, 2021 @ 14:48 
Mod is now updated to new SFO patch.
tyke 1 maj, 2021 @ 16:53 
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 @ 16:09 
so this slows down combat?