Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Total Combat Overhaul
215 Comments
gustavosaddigames 18 Oct, 2023 @ 3:20pm 
Amazing mod!Just found an issue with The Sisters of Twilight....Their dragon is missing melee attack when used as a mount.
Mosley was right 28 Feb, 2023 @ 9:50am 
For anyone who wants to use this with SFO, I suggest you first try a new game with it loaded before it, then try a new game with the same faction with it loaded after to see what all it does or doesn't change. This is such a damn good mod, I just can't let it go, lol.
Nick 10 Feb, 2022 @ 1:27pm 
it does work with the Firepower Overhaul Pt 1 (Modern Weapons). Idk why it doesnt work with this here
Commisar Jon Fuklaw  [author] 9 Feb, 2022 @ 9:29pm 
No idea. Ought to still work as normal, given CA hasn't changed anything with ammo selection that I know of.
Nick 9 Feb, 2022 @ 9:23pm 
my empire cannon dont have acces to grapeshots. Someone got a idea why?
Commisar Jon Fuklaw  [author] 30 Dec, 2021 @ 3:41pm 
I dunno, maybe.
PremierVader 30 Dec, 2021 @ 2:11pm 
Is this compatible with Upgrade Units mod?
Vahamon 12 Nov, 2021 @ 5:01am 
I tried many overhaul of the combat system and yours are really hard to let go. This mod is very good.
Revanox 7 Nov, 2021 @ 9:00am 
Found it and downloaded it, thanks! :D
Commisar Jon Fuklaw  [author] 7 Nov, 2021 @ 2:55am 
Custom units got moved to the garrison overhaul to prevent dependency issues.
Revanox 6 Nov, 2021 @ 6:06pm 
Thanks for this mod! I love it and decided to replay a Dwarf campaign after a wile.
I couldn't find the custom units anywhere though, have they been removed?
Nullified 1 Oct, 2021 @ 1:48pm 
Love your mod bro! i've tweaked it to my own perosnal liking hope you're well!
*external screaming* 31 Aug, 2021 @ 7:32am 
As in, officers aren't part of units anymore.
*external screaming* 31 Aug, 2021 @ 7:31am 
The Melee rework part of the mod seems to conflict with All Faction Officers Revisited, probably something to do with the HP changes maybe?
Commisar Jon Fuklaw  [author] 19 Aug, 2021 @ 2:39pm 
Considering you can probably win the game with armies of nothing but miners w/ charges, I see little reason to change that. If it's really a big bother, you can easily just delete the additional building requirement(s) in main_units; it takes all of half a second.

That said, there's no guarantee that won't change in the future. Just depends on whether I feel like bothering with it myself, as I see no issue with the dorf recruitment requirements currently.
Supermag24 19 Aug, 2021 @ 2:25pm 
Hi Commisar, for the dwarfs it seems that the units that used to require 2 buildings pre patch, which now require just one building(i.e. miners w/blastin charges need just the barracks building after the patch) in your mod still require 2 buildings. If thats intentional its all fine and well. If its not, then im just letting you know about the oversight. Thanks for the mod, cheers!
Chris (The Monke) 10 Aug, 2021 @ 3:22pm 
Well, it would seem there's a bigger problem with the Beastmen, their units don't have caps, and you have to actually spend gold to get them. Which makes the Dread system useless.
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 9:38pm 
Well, somehow those changes reverted themselves before the upload, but it's dealt with now.
Chris (The Monke) 9 Aug, 2021 @ 9:35pm 
Thanks for checking it out, I'd much prefer playing with this mod than without. (:
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 9:16pm 
Could have sworn I already dealt with that. Oh well, bears a look.
Chris (The Monke) 9 Aug, 2021 @ 8:45pm 
So, it would seem with this mod (and the Great Garrison version of this mod) has given Beastmen army upkeep. Which kind of makes them unplayable.
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 5:37pm 
It works with no issues whatsoever. Both mods have completely different scopes.
FeralZ 9 Aug, 2021 @ 5:32pm 
hi, great mod, i'm liking it very much! :winter2019happyyul:
work with jr old world skill overhaul? thanks
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 2:25pm 
Update:

Fixes:
A couple of Tomb Kangz construct projectiles were missing their explosive component.
Commisar Jon Fuklaw  [author] 29 Jul, 2021 @ 10:36pm 
Update:

Fixes:
The new dorf version of "Zhufbar 42pdrs" had a transcription error. The ability should be usable now.
Ancestral runes were not supposed to be attached to this mod. Removed.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 4:43am 
Update:

Balance:
Pure warmachine units (e.g. Steam Tanks, Luminarks, Gyromachines) have their own appropriate unit attributes now. Not sure why I never thought to fix steam engines getting fucking tired .
Commisar Jon Fuklaw  [author] 27 Jul, 2021 @ 12:33am 
Dorfs certainly have the most variation aside from the skaven (who "suffer" from mediocre infantry even in this mod). Vampirates make up for their subpar gunplay with having the nastiest magic lores attached to every single army and high tier melee options at all stages of play (okay, only Sartosa gets good early melee troops, but details - who needs 'em?). Meanwhile, Empire makes up for it with grenadiers, dragoons, and cavalry that actually Gets Shit Done™.


To answer the question: No, I don't, despite how often I get asked that after every patch. The short answer is I don't mix business and entertainment, while the long answer includes many other factors that I don't have time to get into and you don't have time to listen to or care about.
Commisar Jon Fuklaw  [author] 27 Jul, 2021 @ 12:24am 
Update:

Balance:
Normalized reload speeds of non-gunpowder "cannons" from the skaven roster.
General 10% reload speed increase for non-monster cannonry.
Slight reload speed reduction for mortars.
Reload speed for rocket launchers brought more in line with cannonry.
Necrofex cannonballs increased from half of cannon damage to three-quarters.
Steam Tank reload speed increased by a third. They probably still suck ass but I can't be bothered to give them an ammunition swap because of how much of a pain in the ass that is.
Hammer of Witches given an enemy-only explosive element to help set it apart from typical Empire cannonry.

Notes: Still haven't had a chance to test the leadbelcher cannon. Still too lazy to rename the ogre pistol regiment.
GallowsLTD 27 Jul, 2021 @ 12:23am 
Indeed! Poor word choice, I meant ADDITIONAL cheese.
The booming of the dorfs was so much fun I went for another gunpowder heavy faction.
Do you have a patreon? I'd love to support
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 11:56pm 
The real irony is that Dawi have a lot of cheese - though some of the most fun worst offenders are locked in the unit pack - as a side effect of me having played ~1500hrs of dorfs across the two games.

Everyone should probably be thankful that I'm lazy because my first instinct for the latest rebalance was to slow down all units considerably (they are slightly sped up in this at the cost of stamina drain), increase reload speeds for all ranged weapons to match real-world examples, and increase their lethality accordingly.

I can only imagine the screeching I'd hear once people noticed that cannonry takes between 120 and 180 seconds to reload.
GallowsLTD 26 Jul, 2021 @ 11:47pm 
Ironically, I've basically played nothing but Dawi since discovering your mod, so this will be my first actual vampirate campaign, so was looking forward to a little cheese.

But what you say makes sense. Sounds like a fun goal for the unit, esp because the melee animations are very cool.
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 11:40pm 
Remember that that is also a 40s reload for 4 cannon that is not interrupted by melee. If you set up lengthwise shots on regiments or blobs, you get a lot more out of the volley. A (very small) part of the intent is to move vampirate players away from just spamming colossi and AFKing every battle and to get you to actually think about maneuver and the dual nature of the unit.
GallowsLTD 26 Jul, 2021 @ 11:33pm 
Appreciate all your work!

I'd argue that a 66% ranged dps nerf is a bit much - just takes too long to get the damage out of the unit to impact the battle in a strong way. Still a beast no doubt, but my playstyle may be pushing me toward a more efficient set up for ranged impact.

As always, loving exploring your mods.
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 11:01pm 
I've only gotten partway through a section of rebalancing that aims to add a bit more realism to cannonry and musketry, so yes, some gunpowder units will underperform slightly until I decide on new HP and damage output levels.

Necrofex shouldn't be impacted too much, since vampirates have a metric fuckton of chaff to hold the line and Necrofex Colossi themselves are also capable of doing a lot of damage in melee.
GallowsLTD 26 Jul, 2021 @ 10:52pm 
Seemed my Necrofex was underperforming, and saw reload time in this mod is at 40s. Nerf hammer makes me sad
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 5:17pm 
Update:

Content:
Remembered that Ogre Mercenaries exist now.
Pistol Ogres are now statted as Leadbelchers (text changes pending).
Commisar Jon Fuklaw  [author] 21 Jul, 2021 @ 3:24am 
Update:

Balance:
Chariots, cavalry, and monsters of all varieties have had their mass increased drastically. This is doubly true for all of the units whose mass was extremely low due to the age of their original entities.
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 12:55pm 
Update:

Fixes:
Updated Malagor's animation and entity.
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 6:05pm 
Maybe, but not anytime soon.

They are each individually really low priority and would each require at least 20 hours to compare and update to the new table schema that CA foisted upon us. Nevermind the actual content comparison/updates (though the gunpowder portion is probably fine as is).

It just isn't worth it when I already have to completely rebuild at least two mods from scratch for the purposes of "maintenance"..
yfk12 16 Jul, 2021 @ 5:48pm 
Do you have any plans to update the individual parts?
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 8:44pm 
I'd recommend going to the WH2 modding discord and talking to Kaedrin directly if KMM keeps screwing with your mod versions. It's been known to not let go of saved configurations.

I vaguely recall having something similar happen a year or so ago and it requiring some debugging of KMM with Kaedrin to resolve. My beta tester once had a similar problem with KMM loading mods as the wrong filetype.
HazardHawk 15 Jul, 2021 @ 5:52pm 
@Commisar Jon Fuklaw thank you and I actually knew that. Not thinking of it is how frustrated I am! LOL
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 5:14pm 
@HazardHawk: For future reference (if you ever have a similar issue) right click on the mod page and copy the URL. The ID number in the URL is the mod folder number.

That said, the folder is in steam(apps)\workshop\content\594570\1880896598.
HazardHawk 15 Jul, 2021 @ 1:13pm 
Pardon me... Do you know your mod folder number? I need to manually delete for it to replace with upgrade. Have tried all steps leading to and including unsubbing, restarting computer and resubbing. Tried to delete using Kaedrin's and the original last update will just not go away!

Just so you know, it is NOT you. Happening across many games since last steam update and is random what is affected.
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 10:05am 
Update Cont'd:

Diversified dwarfen artillery rune effects:
Rune of Seeking provides an enemy-only explosive component
Rune of Penetrating makes the projectile pure AP and adds an AP-only explosive component
Rune of Penetrating on bolt throwers adds two projectiles in lieu of an explosion
Rune of Penetrating on flame cannons causes fire vulnerability

Fixes:
CA seems to have messed up the projectiles for chameleon stalkers, as all of them have the same explosive component. Fireblood explosive component was also not being used at all. Specialized ammo now has the appropriate explosion or lack thereof.
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 10:05am 
Update:

Balance:
Reduced existing dwarf LL melee weapon damage. Diversified dwarf LL melee damage spread.
Various minor HP, melee skill, and morale changes to existing units
Gunpowder artillery reload times increased substantially (with the exception of steam tanks)
Increased reload times for several firearms
Malagor flies faster now, but is still vulnerable to dedicated flying monsters

Content:
Added DLC17 units to the scope of the mod
Commisar Jon Fuklaw  [author] 8 Apr, 2021 @ 5:04am 
Yeah. Deco's stuff shouldn't be TOO bad overall, though. The main problem would be anything that's not ranged or a single entity monster (colossal squigs can hold their own, despite their weakness compared to other single entity monsters).

I, at one point, did the legwork to get deco's stuff more or less in line, but I never published or even really maintained it, due to general lack of interest in this combat overhaul. I might have it laying around somewhere if you really want it, though it'll probably require a few minutes to an hour of hunting down stuff to update.
emerald10005 8 Apr, 2021 @ 1:57am 
This is probably an obvious question, but I'm assuming this mod would be unbalanced with other mods that add their own units, such as Expanded Roster's Chaos Dwarfs?
Commisar Jon Fuklaw  [author] 15 Feb, 2021 @ 12:22pm 
o7
Vahamon 15 Feb, 2021 @ 11:30am 
Masterpiece. That's all there is too say. I think you Commisar.