Total War: WARHAMMER III

Total War: WARHAMMER III

Longer Battles Mod
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Update: 28 May, 2023 @ 5:35pm

Sync update.

Update: 15 May, 2023 @ 4:35pm

Version 1.5b

-After second thought, moved the missile height max coefficient parameter to my Realistic Accuracy Mod, because it really isn't necessary here (it doesn't make much difference to the overall outcome, and I want to consolidate it into a mod where it makes more sense to avoid a conflict within my own mods).

Update: 15 May, 2023 @ 2:56pm

Version 1.5a

-Small correction to missile height max coefficient value.

Update: 15 May, 2023 @ 2:48pm

Sync update.

Update: 27 Apr, 2023 @ 7:26am

Version 1.5

-Slightly adjusted the base to-hit probability by -5%, and increased the minimum base to-hit probability by +1%. This tiny adjustment makes a difference, and it is intended as a revision/refinement of the previous values to slightly increase melee duration to give a few more precious moments to observe the action.

Update: 24 Apr, 2023 @ 2:31pm

Version 1.4

-Adjusted the summoned (spawned) unit duration to be scaled with the longer battles (now 1.5x the original duration). Specifically, when a unit is spawned by magic, it remains around for a certain period of time before it losses its "binding". Once this happens, its HP starts decreasing as its binding is weak, and then once it becomes critical the unit will disintegrate.

Since battles are now much longer here, it didn't make sense to keep the same short duration for the summoned/spawned units, because with the longer battle duration this makes them even less effective. Now their spawned duration has been increased and scaled with the longer battle length, so that once spawned they now have a longer period of time where their "binding" is stable. Once it because "weak" then they have a longer period of time where HP is loss, and that loss is reduced to match the increased time scaling. The overall effect being that these units will not stick around longer before disintegrating over time.

Update: 24 Apr, 2023 @ 2:00pm

See Version 1.4 above.

Update: 13 Apr, 2023 @ 4:09pm

Sync update.

Update: 13 Feb, 2023 @ 6:08am

Version 1.3

-Adjusted the gate hit points to now be 5x the original (which evidently is now 3x Troy's amount), because the gates were still too flimsy, and because so many regular/common units in WH3 have such strong gate attack strength (again with the goal being to make battery rams more important).

Update: 6 Feb, 2023 @ 2:08am

Version 1.2

-Increased gate hit points by 2x to account for longer battles, to make battering rams useful. In general, the gates are far too weak, as you are able to break them down with one a few minutes of attacks from any melee units. This change strengthens the gates to make them more formidable, to subject the attackers to more missile fire and allow the defender to react more.