Total War: WARHAMMER II

Total War: WARHAMMER II

Longer Battles Mod (revised)
Showing 1-10 of 14 entries
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Update: 4 Feb, 2022 @ 2:22pm

v7

-Made a change to that non-tower ranged units have 1.5x longer Base Reload, rather than 2x longer.

Update: 17 Jul, 2021 @ 12:38am

Update: 7 Jul, 2021 @ 12:20am

Update: 24 Feb, 2021 @ 1:29pm

Reverted back to the more complicated (and proper) method of reducing the base rate of fire by modifying it on the projectile weapons themselves.

***Change notes for v5 and v6 are valid again.***

Update: 21 Feb, 2021 @ 3:44am

Reverted back to the simpler method (v4), which reduces rate of fire for missile weapons to all factions, across the board, but only in campaign battles.

***Change notes for v5 and v6 below are now obsolete***

Update: 21 Feb, 2021 @ 3:41am

Update: 20 Feb, 2021 @ 6:50pm

v6

-Changed all the towers back to the standard (faster) base reload rate because, let's face it, towers need all the advantage they can get.

Update: 20 Feb, 2021 @ 6:31pm

v5

-Second attempt at increasing the reload rate of projectiles. Reverted the previous change, and instead applied it directly to the projectile weapon itself, now the base reload rate of all projectiles is increased by 2x. Again, this is done because battles take at least twice as long now, so this change is done to tone down the 'fire hose' effect of missile weapons, which would have an unfair advantage with longer melee battles.

Update: 13 Feb, 2021 @ 1:14am

v4

-Reduced the reload rate of missile units by 50%, to match the longer melee battle (to keep the missile units from gaining an unfair advantage now that melee battles take longer).

Update: 12 Feb, 2021 @ 5:50pm

v3

-Revised the melee base, max and min to-hit values, now to really correct the problem that was causing battles to end too fast.