Total War: WARHAMMER III

Total War: WARHAMMER III

Extra Longer Battles Mod (revised)
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Update: 28 May, 2023 @ 5:35pm

Sync update.

Update: 15 May, 2023 @ 4:35pm

Version 1.9b

-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 1.9a

-Small correction to missile height max coefficient value.

Update: 15 May, 2023 @ 2:48pm

Sync update.

Update: 26 Apr, 2023 @ 4:42pm

Version 1.9

-Adjusted the base to-hit probability a little higher (10 to 15%), to match the values I am using in Troy Revised Mod, which is a product of several hundred hours of experimentation. This should put it more in line with what I think are 'perfect values' (15,30,3), to help cut down on cases where units repeatedly cannot hit each other. This will make battles slightly shorter in length, but this is likely a good change to help cut down on some of the excess 'melee grind'.

Update: 26 Apr, 2023 @ 1:26pm

Version 1.8

-Removed an erroneous changes that caused accuracy to be reduced on many different projectiles. This was done as a prototype, which was eventually made into the "Realistic Accuracy Mod", but I forgot to remove the test data. This error was brought in accidentally in the previous update.

Update: 24 Apr, 2023 @ 2:31pm

Version 1.7

-Adjusted the summoned (spawned) unit duration to be scaled with the longer battles (now 3x 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 1.7 above.

Update: 13 Apr, 2023 @ 4:10pm

Sync update.

Update: 13 Feb, 2023 @ 6:13am

Version 1.6

-Adjusted the gate hit points to now be 10x the original, 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 in the extra longer battles).