Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Proper Combat (at least in the actual version) doesn't change any thing in land_units or main_units but it changes the values of Melee weapons and missile weapons (and this changes are indeed small changes, the main effect of the mod is changing the combat rules in kv_rules). Every new unit which uses existing weapons is therfor absolutely compatible and thats the case for all new units in this mod. There are so many different melee_weapons in WH2 that I didn't saw any need to create new ones.
But even if you have Mods like the mentioned unit mods, which add new weapons, the difference will be very small. Proper Combat adjusts most of the unit weapons only by ~5-10% and the weapon damage is only one of the important combat values. Melee Attack and Melee Damage are for example more important. Therefor there will be a small "overpowering", but it will be in a range of 2-6% of the overall strength, which may be not even noticeable. If you are very concerned about balancing, maybe stay away from the mentioned unit mods, but with my new units there is absolutely no problem :)
@Hazard: thanks, it really should work, as I didn't changed much in the building tables.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1228549356
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1226038468
and cinematic battles version 2