Total War: WARHAMMER III

Total War: WARHAMMER III

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Extra Longer Battles Mod (revised)
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23 Aug, 2022 @ 6:04pm
15 Jul @ 11:22am
40 Change Notes ( view )

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Extra Longer Battles Mod (revised)

Description
NOTE: This mod is the same as the "Longer Battle Mod", but now made to be extra longer in duration as another option.

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, making them about 3x to 4x longer.

👉 If you want only slightly longer battles than the standard game then see my "Longer Battle Mod" here (where battles last about half as long as this mod):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789957828

(This mod 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 acceptable, for what you get out of this mod. But if you are someone who worries about the exact "balance" of every single unit, and worry about range DPS versus melee DPS in comparison to how it interacts with each other in longer melee battles, then this mod is likely not for you. Yes magic units are more powerful since they can kill lots of melee units, but that just means magic wielding leaders are more important than they were before (you could argue that melee leaders were more powerful before).
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 perfectly balanced then your armies wouldn't be getting overrun in the blink of an eye, and you wouldn't be reading this 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 adjusted to lengthen battles significantly, to give you more time to react to the action and revel in the carnage. Additionally, increased the base melee attack interval by 1.5x. These changes increase battle length by 300%, average, and as much as 400%, 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 3x, 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
310 Comments
Volcano  [author] 15 Jul @ 11:24am 
OK, yes, sounds like late game and definitely the AI at level 50 is going to be adding more time to the reinforcement arrival. That said, I just updated the mod again which should help a bit, making it a little shorter in duration (I think one of the values was set incorrectly).
Blood & Thunder 15 Jul @ 10:43am 
Yeah, maybe Morathi at level 50 had lightning strike, and that stacked with your mod. But I can't really confirm it.

It was just annoying that the garrison of the settlement that I'm defending and I'm already in, took 7 minutes to arrive lol
Volcano  [author] 15 Jul @ 9:48am 
...but then also the question is whether or not my recent "improvement" (to make it shorter) didn't mess something up or not. The previous two commentators would know best here, but they haven't replied one way or another.
This mod has been available for three years now and has a significant number of subscribers. The topic of reinforcement time has not been an issue, but is suddenly now. I am not against tweaking that time (which I did recently), but I am against just totally removing it. That said, you can always edit the kv_rules table and delete that if you prefer, and save it as your own custom version you load.
Volcano  [author] 15 Jul @ 9:44am 
It isn't that easy. The reinforcement time has been SCALED to the longer battle time to match. I have explained why in recent comments below. If you just went out hunting for longer reinforcement time mods, then it wouldn't be scaled EXACTLY with the values used with this mod's longer battle time, and so it wouldn't make any sense.

Just recently I reduced the time of the reinforcement arrival to be short (a few days ago), but cutting it back -20% or so. But the time you mention here (7 minutes) is longer than that. So the question here is whether or not the enemy you are fighting has Lighting Strike or not (as you can see in that skill, it adds even more time to the arrival).
Blood & Thunder 15 Jul @ 9:25am 
This mod is perfect, but why are reinforcement times 7 minutes now??? I can't even get my second army to come in before the battle is over. Isn't there a version without this change?
It says LONGER BATTLES, not LONGER REINFORCEMENT TIMES. If we wanted that, we'd install a separate mod
Volcano  [author] 14 Jul @ 12:39pm 
Thanks for the compliment, glad you like it. Enjoy! :WH3_clasp:
Vahamon 12 Jul @ 2:57am 
Thank you for all your work. I never play without your mod
Volcano  [author] 11 Jul @ 4:36pm 
Actually, I realized that I had to make a change to an active regeneration duration of some special ability, and "while I was down there" I looked at the reinforcement time/duration. I made a change here of ~ -25% to the duration (rather than it being 3x the base duration, it is now 2.5x).

That should help. I don't want to go any lower than that though, because of the longer melee duration -- it still needs to retain this scaled time (compared to the original) as much as possible. There was a little wiggle room there though, and have done what I can to still maintain that this is true, while making the time shorter. Hopefully it improves things a little there and doesn't go too far (player can still get the Lightning Strike skill to make this take even longer of course).
Volcano  [author] 11 Jul @ 1:55pm 
The fact that you spend some time "doing nothing" waiting for reinforcements, is not an issue, you had to do this in the base game too. But like I said, maybe the current time delay could be shorter (maybe just a little longer than the "Longer" mod's time).

Still, I'd have to hear from others. This mod has been available for three years and I have never heard anyone complain about that aspect. I try to avoid knee jerk changes, and what I said is still valid (that is, if reinforcements take too long to matter here, at 6 minutes, then they would also take too long to arrive in the base game's quick battles too, since all I did was scale this up). Not against adjusting it, but it would require more feedback and more thought before doing so.

In any case, if I make changes here at all, it would have to be small (like -25% at most).
Hidalgo 11 Jul @ 2:39am 
I agree that the increased reinforcement time makes some battle types less enjoyable. In the case of ambushes, armies often clash within the first ten seconds of the attack, while reinforcements arrive in about six minutes. By the time they arrive, the battle is already decided. Not to mention that by the time they arrive, they appear at the edge of the map and have to run another minute or two to reach the combat zone. Six minutes feels excessive in many cases, that is, if the reinforcement marker hasn't been moved.
This has caused me to stop counting my reinforcements outside of auto-resolve or some sieges where I have to spend the first few minutes doing nothing at x3 speed when i play with some races. Spend 6 minutes running around under enemy fire gaining time with races like Slaanesh or VC is not affordable.