Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Overhaul Pt 1 (Modern Weapons)
Commisar Jon Fuklaw  [developer] 20 Apr, 2019 @ 3:54pm
Balance and Feedback
Please use this thread to provide general feedback and bring up any concerns about balance. Much as I would like to stay 100% on top of things, the reality is that between all of my mods, I have several hundred db lines to keep memorized and that doesn't work too well if the last time I worked on them was the last major patch.
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Showing 1-13 of 13 comments
J 17 May, 2019 @ 6:35am 
where are stats?
Commisar Jon Fuklaw  [developer] 17 May, 2019 @ 12:39pm 
Typically, stats are on unit cards.

If you are asking where detailed changes for all affected units are, I haven't posted them here because I did most of that 6 months ago and didn't document it, and I further have no real desire to spend an entire afternoon documenting the thousand or so changes to unit and projectile behavior.
Last edited by Commisar Jon Fuklaw; 17 May, 2019 @ 12:58pm
J 22 May, 2019 @ 10:06pm 
im sorry for asking you to do the absolute minimum of publishing mods
Commisar Jon Fuklaw  [developer] 22 May, 2019 @ 10:32pm 
>bare minimum
Look pal, it'd take several hours to comb all four tables for every single change ever made and compile them into a 100% detailed list. That's several hours I'm not going to waste. You've got patch notes in the top right of the mod page, you've got unit cards in-game. Hell, you've even got the description to give you a general idea of what to expect (just like every other mod out there).

I don't see every mod on the workshop showing a list of every. single. ♥♥♥♥♥♥♥ change and neither do you. Very few mods do that, in case you can't detect it. So come off it, eh?
Last edited by Commisar Jon Fuklaw; 22 May, 2019 @ 10:33pm
J 25 May, 2019 @ 12:13pm 
do you mean all the bad ones?
Commisar Jon Fuklaw  [developer] 25 May, 2019 @ 7:20pm 
Alright, your "input" is noted, and I don't give a ♥♥♥♥. Go make your own mods and do whatever the hell you want with your description.

Piss off. You are not welcome here.
J 27 May, 2019 @ 1:47pm 
lol you are mad
Buzz-buzz 30 Sep, 2019 @ 10:50pm 
What exactly did you edit for explosive missiles? The radii and the damage components? What does this parameter mean, the force of explosion?
Last edited by Buzz-buzz; 30 Sep, 2019 @ 10:51pm
Hello! I'd like to thank you for creating this mod. I've spotted an issue though.. The mod causes Ironbreakers have less health than their current state at maximum unit size. I'm already using SFO and i havent spotted any other issue yet. Can you please fix this? Thank you.
temeraire785 13 Jan, 2020 @ 2:09pm 
Really like the mod, one minor question, which type of mods might this not play nice with? Right now using this mod makes it impossible to recruit Hellstorm rocket batteries from the tier 5 empire building, but as far as i can tell this is the only mod I have that effects recruitment.

(Not asking you to solve the problem, just looking for tips as to where I should start pruning mods for diagnosis on my end)
tjimagineer 4 Feb, 2020 @ 6:39pm 
I like this mod and most of the changes, but why did you nerf the Scaven Globadier line of troops? But improved everything else?
tjimagineer 4 Feb, 2020 @ 7:32pm 
Maybe I am getting a bug, But you said the gyrobomber would be stronger, then why does it do less damage when it is shooting according to the unit card. Seems like more of a nerf than a boost? I do like the intent of the mod, but it seems like you weakened a number of the units and strengthened others. Just trying to figure out your rational. This seems contradictory to the intent of the mod. Unless this is an over sight as on a number of the nerfed units the non armor piercing explosive damage is simple a 0.
Subatomic Seal 2 Mar, 2020 @ 2:29pm 
Hey, sorry for the kinda stupid question, but do Master Engineers get explosive rounds from this mod, or are they vanilla? If it's from this mod, then great job, because holy *christ* are they fun!
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