Total War: WARHAMMER II

Total War: WARHAMMER II

Proper Combat Mod 2 - SFO Edition (Updated for Great Plan SFO Update)
38 Comments
Stream1917 30 May, 2022 @ 1:46am 
Hey, is still mod still up to date enough to do anything? (using this with SFO ofc) but either ive gotten to used to Three kingdoms & Rome 2 again or it doesnt slow down battles at all anymore. Any chance thats because its out of date?
romavictor  [author] 3 Feb, 2022 @ 12:50pm 
@voiceofreason467

I was having issues with KMM so I uninstalled. I need to reinstall the game (I have the mod folder and can do some editing but will need to get the game back so it can update Workshop.)
voiceofreason467 31 Jan, 2022 @ 8:15am 
So It's almost Feb. now, any chance on an update?
bling bling boy 29 Nov, 2021 @ 8:57pm 
Thanks mate <3 one of my mandatory mods
romavictor  [author] 29 Nov, 2021 @ 7:38pm 
@bling bling boy

Honestly, wasn't even aware there needed to be updates but I guess that does make sense. I'll make a pass but it won't necessarily be until closer to holidays when I get some more free time. Although it's possible it will be in the next 10 days.
bling bling boy 28 Nov, 2021 @ 2:43pm 
Will this mod get an update for last kiss?
EnumaEllis 20 Oct, 2021 @ 1:22pm 
So, does that means that non-SFO units with SFO submods benefit from this mod too?
JC_von_Preussen 30 Aug, 2021 @ 9:24am 
@nflickner I play with a very short list of submods and this works perfectly. I mea, I could not engine SFO without this mod ! I don't know the mods you mentionned tho.
nflickner 29 Aug, 2021 @ 5:50pm 
@romavictor Thanks so much for the info. Also, would you be willing to let me know if this mod works with other mods like OVN or Southern Realms (TEB)? I always like adding other factions, but would want to know if they are included in this rebalancing or not.
romavictor  [author] 29 Aug, 2021 @ 4:37pm 
@nflickner There is almost none (save the AP damage difference I mention above.) The reason mine exists is because kam was upgrading his computer setup and couldn't update at the time of I think,the Rakarth patch. Now he can, so feel free to sub to his mod, he's the creator, these are his formulas. Given some more time, I will unlist or delete or make some additional changes to make it more original and useful.
nflickner 29 Aug, 2021 @ 3:57pm 
Hi, thanks for making this mod. I'm a little confused, though. What is the difference between this mod and Kam's Proper Combat SFO version?
JC_von_Preussen 24 Aug, 2021 @ 11:56am 
I mean I started three runs since the last SFO patch and I was disgusted by the speed of battles, truely disgusted !
JC_von_Preussen 24 Aug, 2021 @ 11:54am 
You're the best ! Thx so much !
romavictor  [author] 23 Aug, 2021 @ 11:05am 
@=[NK]= Col. Jack O'Neil Updated. @JC_von_Preussen Updated!
romavictor  [author] 21 Aug, 2021 @ 5:58pm 
Thanks col Jack, I'll update it as soon as I can tomorrow!l. And thank you JC for the kind words!
=[NK]= Col. Jack O'Neil 21 Aug, 2021 @ 6:49am 
Sfo will be updated tomorrow, then this will need to be updated
JC_von_Preussen 21 Aug, 2021 @ 6:38am 
@romavictor No worries dude I love your work. I havent been able to play recently, so... Is it up to date now ? Cheers :steamthumbsup:
romavictor  [author] 15 Jul, 2021 @ 11:54am 
@jc_von_preussen sorry I don't recall seeing your comment before from a notification. I think it best to wait until SFO is updated and then update it. It would have worked with whatever units were in the tables but if there were updates to numbers it would be using the old updates tables.
JC_von_Preussen 28 Mar, 2021 @ 12:08pm 
Hey there and thx for the mod ! Does it work with 1.11.0, the most recent update ? Thx in advance:steamthumbsup:
romavictor  [author] 18 Mar, 2021 @ 9:32am 
@Lord Chaos

I always felt like (well besides the hellcannon) that artillery was somewhat weak. Remember that if you're using this mod, you're using SFO too and I believe SFO amps up everything. I do agree the developers made it more arcadey which is why PC2 and Brutal Battles (or other overhauls that similarly extend battles) are must-haves. I refuse to play vanilla TW anymore, as even Attila was arcadey before similar modding.
Lord Chaos 18 Mar, 2021 @ 8:47am 
Still lose half hp of my units on singe low tier artillery shot.
Unplayable in my view, but its really the fault of the developers for the crappy campaign/buildings and arcade style battles.
Sylph 23 Feb, 2021 @ 11:31pm 
Can you update the longer battle SFO submod? It doesn't seem to work otherwise the battles would last longer than 15 mins. Battles are better, but still too fast for me.
romavictor  [author] 20 Feb, 2021 @ 6:32am 
@EnumaEllis

Um, what do you mean, this is an SFO submod? If you mean compatibility with other submods, like additional units or things that alter certain combat related tables, then no (or there will be some conflicts.) I don't actually play SFO really so I can't tell you about other popular submods.
EnumaEllis 20 Feb, 2021 @ 3:27am 
Does this work for SFO submods?
=[NK]= Col. Jack O'Neil 19 Feb, 2021 @ 4:08am 
Thanks! :)
Mr.Necrophile 18 Feb, 2021 @ 11:29am 
Yes mate! Thank you! Been missing this in my campaigns :)
Nexus 16 Feb, 2021 @ 1:07pm 
Thank you for doing this :) Hope it will updated in the Future, this is a very nice Mod.
Sinbuster 15 Feb, 2021 @ 9:35pm 
Thanks for doing this romavictor.
romavictor  [author] 15 Feb, 2021 @ 8:53pm 
@=[NK]= Col. Jack O'Neil

Was extremely tempted to, but in hosting someone else's mod like this I simply applied the formulas and tried not to make custom edits. HOWEVER, I am putting the touches on a combined Brutal Battles and Proper Combat mod (there have to be some choices as one bumps up charge speed and other other reduces it lol) and I will make my own choices for that one, including reducing that absurd speed, increasing the Medusa's ranged attack, making sure homing missiles actually magically home (like Wulfharts) to overcome some of that glitchy non-firing, Frosty's massed bombardment, old school Earthblood and Nehek, etc. I have a version I've used the last two years but it needs updating.
=[NK]= Col. Jack O'Neil 15 Feb, 2021 @ 8:31pm 
Did you reduce the 90 speed of those damn mole rats to something more comparable to other stuff in the game?!
Hawk™☆KevRockZ☆ 14 Feb, 2021 @ 12:48pm 
I think it should work with other mods that add units, since this mod is just changing general tables and not single unit stats. I will test it with some other mods myself, since i play with 100 different ones. :)
romavictor  [author] 14 Feb, 2021 @ 7:26am 
I would assume kislev submod adds new lines to tables and is thus additive. But kislev specific stats would be off in comparison and unbalanced.
TsundereSI2 14 Feb, 2021 @ 4:52am 
i wonder how this mod works, like if i use kislev sub mod this mod will work for then too? or the table changes are only for the main factions
Ok. 14 Feb, 2021 @ 2:17am 
Works now, thanks mate!
romavictor  [author] 13 Feb, 2021 @ 11:51pm 
@ok.
should be fixed now.
romavictor  [author] 13 Feb, 2021 @ 11:50pm 
Ok I got it. I used the formulas on SFO's tables instead of spending hours finding discrepant entries, but then I didn't name them to give them priority again over SFO's tables. Just ran a successful test!
Let me know of any other feedback.
romavictor  [author] 13 Feb, 2021 @ 11:19pm 
OK, assumed it would be fine. I changed nothing but the values in the tables from kam's work and the .pack name (but only at the end.) will run a test right now.
Ok. 13 Feb, 2021 @ 11:04pm 
Appreciate the work but it's crashing on startup with only this and SFO enabled.