Total War: WARHAMMER III

Total War: WARHAMMER III

422 ratings
Longer Battles Mod
9
2
2
5
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
battle
Tags: mod
File Size
Posted
Updated
210.984 KB
5 Apr, 2022 @ 11:46am
11 Jul @ 4:31pm
39 Change Notes ( view )

Subscribe to download
Longer Battles Mod

In 1 collection by Volcano
Warhammer 3++
6 items
Description
This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy. This mod makes changes similar to my Longer Battle Mod created for Troy, Three Kingdoms, Rome 2, Attila and Shogun 2. It is save game compatible and also works with all expansions.

***The changes are intended to be minimal in nature. No unit values are adjusted - its all done through math by changing the combat rules.***

Tired of having your entire battle line routed before you have a chance to give orders to all your units? Tired of constantly jumping from unit to unit to give orders, making battles feel like they are an exercise to see how fast you can click the mouse? Don't want a mod that changes much of the original game? Then this mod is for you!

Note that this mod has been carefully adjusted so that battles are longer, but just by 1.5x to 2x longer, not extremely longer. There are several reasons for this: to prevent missile units from becoming too powerful and out of balance, and to still allow for numerous battles to be fought in a single session.

👉 If you want even longer battles then see my "Extra Longer Battle Mod" here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853235998

(Despite this, it is not intended that battles remain exactly 1:1 identical in every way in regards to "balance" (how could it be identical?), however any shift in balance should be negligible and acceptable, for what you get out of this mod. But if you are someone who worries about the exact "balance" of every single unit, then this mod is likely not for you. That said, ask yourself: who says that the stock version of the game is balanced for the best in the first place? What if I told you it wasn't? --if it was perfect then you wouldn't be here looking for a longer battle in the first place, right?)

This mod...
✅Is save game compatible
✅Is compatible with all future DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with practically any other mod; for siege overhaul mods just put this mod above it in load order (so that the siege overhaul mod overrides the small changes to gate health here)
✅Can be turned off and on whenever you want

Unique changes:

-Base "to hit" percentages have been carefully adjusted to lengthen battles slightly but significantly, to give you more time to react to the action and observe the carnage. Additionally, increased the base melee attack interval by 1.5x. These changes increase battle length by 150%, average, and as much as 200%, depending on the variables and the situation.

-Carefully adjusted fatigue levels and thresholds to create a little more realistic situation and to reward the side that intelligently keeps and uses a reserve force. Also, missile units have a slightly lower rate of fire the more fatigued the missile unit becomes.

-Shields are slightly more effective at blocking missiles (when facing forward).

-Adjusted the Lighting Strike skill's reinforcement time to take a little longer (to accommodate for the longer battles).

-Adjusted Battle AI priorities so that they are more likely to flank if given the opportunity, and less likely to "blob up", which helps make battles more fluid (which helps with the longer battles).

-Reduced the Winds of Magic recharge rate in battles (for you and the AI), to account for longer battles (magic recharges at 40% the original rate). This helps mages from being able to blast apart the other armies so easily while both armies fight their longer melee combat. Also, on a general level, this is a very important change because the standard recharge rate was such that you could charge up all your pool of magic from the reserve in as little as 13 and a half minutes (as long as you had no negative penalties applied). This made the Items, Skills and Abilities that increased your recharge rate, nearly completely pointless (such as Arcane Surge, Locus of Conjuration, or the item Forbidden Rod).

-Gate strength increased by 2x, to account for longer battles and to make battering rams actually useful.

Also consider trying my Less AI Cheating (campaign) Mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789971041

...and if you think Ranged Units are now too effective, try my Realistic Accuracy Mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2961245143
378 Comments
Volcano  [author] 14 Jul @ 12:39pm 
Yes, affects Lords and Heroes.
KidouKenshi22 12 Jul @ 5:17am 
also for lord/ hero?
Volcano  [author] 11 Jul @ 1:59pm 
Both mods adjust the same table. If they were elegant with the design, including only the data changed there (and no the entire table) then maybe. But best thing to do is try it and see, put this mod on the bottom and see how it plays together. If you don't like it, swap the loading order and see if that helps.
BlacK Shot 11 Jul @ 1:24am 
Hi, does anyone know if this mod is compatibile with brutal battles 3?
Volcano  [author] 30 Jun @ 11:19pm 
Sounds like it might be fine, best to try it and see.
Whether the AI attacks a settlement or sieges it should have nothing to do with this mod, though. Certainly every time the AI attacks me, they attack, rarely siege.
sarumanthecursed 30 Jun @ 2:18pm 
would this mod be compatible ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428755738&searchtext=ai+coordinated

you both make changes to battle ai movements
sarumanthecursed 29 Jun @ 4:18pm 
Ai seems to siege settlements they can easily take instantly with this enabled
Volcano  [author] 21 Jun @ 3:09pm 
I haven't played SFO myself but maybe someone else who has could give you a good answer.

But I'd say get both LBM and ELBM mods and then turn one on, play a bit like that, then turn it off and turn the other one on and play a bit and see which one you like better. It shouldn't hurt anything to try it out and see which one you prefer.
Ambus 21 Jun @ 8:02am 
I have played SFO for years. But now I want to try something else. But I do like the length of SFO battles. Which mod will suit me best? Longer Battles or Extra Longer Battles? If you have tried SFO and can answer ofc haha
Volcano  [author] 9 Jun @ 12:43pm 
Well, that is a very board and general statement. Plenty of times a LL will get routed, often killed (wounded) before the rest of the army routs, it just depend on the army, and the lord. Nothing in this mod changes any of that, really.