A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Longer Land Battles Mod
56 Comments
Mad Nomad 29 Jul, 2022 @ 9:16am 
i have several mods installed.some shieldwall submods and a few minor,like better camera or bloody aftermath and shields down while marching,so mostly graphical changes,but i tried without shieldwall mods and also only with your mod,but only the initial battle in a new campaign(playing with wessex on campaign very hard and battles on hard).i did see a difference,especially in the fatique change.i was also trying a few other mods,that makes longer battles, but only two were making the battles really longer(real viking battles and i put even radious mod below shieldwall and it was working,but then the battles took so long until almost the whole units got wiped out and the recruitment cost was much higher then usually)
i´m reinstalling the game now and then i´m going to start another campaign with all the mods i was using before,if still no change i will have to wait until shieldwall will hopefully change something about that and try another overhaul.
Volcano  [author] 27 Jul, 2022 @ 2:27pm 
Hmm, yeah it should be pretty obvious that the battles are longer, no matter what the unit size is. Maybe try turning shield wall off and see if anything noticeably changes? You also sure you don't have any other mods active? Sounds like something might be overriding this one.
Mad Nomad 25 Jul, 2022 @ 7:23am 
i tried both,above and below,with or without your mod.and i don´t really see a difference.the battles aren´t really longer,maybe because i play shieldwall with medium unit size and mostly against smaller armies or garrison units,against 20 stacks armies it takes a bit longer,but not even close to 20-30min.any ideas?
Mad Nomad 23 Jul, 2022 @ 2:03am 
ok,thanks!
Volcano  [author] 22 Jul, 2022 @ 10:24pm 
Ah I missed your question earlier. I think it can either above or below it, because I don't think they conflict at all. But if in doubt, I'd probably put Shieldwall above this one.
Mad Nomad 21 Jul, 2022 @ 1:23pm 
should it go above or below shieldwall mod?
Volcano  [author] 5 Jul, 2022 @ 12:33pm 
It seems like it should be compatible with that mod.
vo 3 Jul, 2022 @ 8:09pm 
I’m sorry if I missed it keep looking through the comments but is it compatible with shield wall mod ?
Korpen 25 Mar, 2021 @ 6:21pm 
Alright, great. Thanks. :)
Volcano  [author] 25 Mar, 2021 @ 2:43pm 
Yes, it should be as the changes are focused, and minimal.
Korpen 20 Mar, 2021 @ 9:28am 
Is this compatible with mods like Cinematic Battles/More Matched Combat and Unit Formations and Abilities?
Volcano  [author] 4 May, 2020 @ 2:37pm 
Thanks, glad you like it. Enjoy! :steamhappy:
Bishop-Six 3 May, 2020 @ 1:39am 
Perfect! Best mod!
Volcano  [author] 2 May, 2020 @ 11:47pm 
Yes there are no changes made to any of the units themselves.
Bishop-Six 2 May, 2020 @ 3:19am 
Are the changes "global" so that additional units brought in with other mods have the same adjustmenst?
Ian 26 Apr, 2020 @ 7:12am 
really cool mod but don't work with cinematic battles which is a shame. Great work otherwise.
Volcano  [author] 28 Feb, 2020 @ 3:57am 
Strange, not sure where the mod description went, and no telling when it went away, but its back again now.
Volcano  [author] 14 Jan, 2020 @ 6:10pm 
Thanks for the compliments. I am always looking to improve the mod, although those two things you mention are pretty much fundamental to the game itself, so not sure if I can do much about it.
Bishop-Six 26 Dec, 2019 @ 1:55am 
Great mod thx! Always been disappointed of the the super fast battles in TW series. I mean a shiedlwall fight should last more than 5 minutes right?
Well done!
2 minor points could be improved somehow:
1. Mostly the enemy general is the last unit alive but then it takes additional 5+ minutes alone for this unit to kill them.
2. When you successfully destroy the siege towers as defender and all enemies are spamming through the gate it mostly takes longer than 60 minutes to end the battle. Sure i can avoid it by letting the enemy go through the gates and fight behind it or to not destroy the towers but this is just a little bit too long imo.
Still great mod thank you Sir o7
Volcano  [author] 23 Dec, 2019 @ 5:04pm 
@ Francis, the fatigue overhaul is based on my own personal military experience. The optimal situation is to have a small reserve of units and not commit every single unit to the fight. Then send them in and pull back the other units to rest. Since the battle can take a while, there should be plenty of time to rest. The goal is that a force that can manage a small reserve will likely perform better than a force that commits everything to the fight.

Hand to hand combat is exhausting, and if you don't have a reserve then it just means that you will always be exhausted, which isn't necessarily the end of the world, but an exhausted vs rested unit is significant. It also keeps cavalry from charging over and over and over and over again.
Francissaucisson 19 Dec, 2019 @ 10:01am 
Great mod but i get a bit annoyed because of how easy troops gets tired and how long they take to recover from it as I counted nearly 3 minutes for going from "winded" to "active" without moving and more or less 30-20 seconds of running to get from "active" to "winded". I also found some units like cavalry that stays exhausted even if they dont move for 3 to 5 minutes.
I'd love it if you could make a mod version without the fatigue overhaul thing.
The Old Saxon 7 Aug, 2019 @ 12:20pm 
This is the best time focused mod I've found. Haven't tried it in the campaign yet, but I am looking forward to using it. It really helps with immersion in the game.
Volcano  [author] 26 May, 2019 @ 6:40pm 
You are welcome. Enjoy!
Bishop-Six 25 May, 2019 @ 5:44am 
Thanks for the mod! Finally more feeling like Medieval 2 again!
Volcano  [author] 26 Feb, 2019 @ 9:33am 
I figured it out - it works again. For whatever reason, my mod was present in two different places. If anyone else experiences this VFS error then let me know, chances are it could be the same issue I had too (mod was present in both ...SteamApps\workshop\content\712100\1449689047 and in the game folder).
Volcano  [author] 26 Feb, 2019 @ 4:31am 
Wonderful, CA just updated the launcher and now this mod doesn't work (VFS error). I was just using the mod 30 minutes ago! Anyone got any ideas?

Volcano  [author] 31 Jan, 2019 @ 4:58pm 
OK, that is odd then. But yes, this mod affects everything equally, so it doesn't provide any advantages to anything specifically. That said, it would give all units longer staying power on the battlefield, whereas they might have been driven off much quicker before (but the same should apply to elite units too).
Ormagni 31 Jan, 2019 @ 4:31pm 
Nothing that should affect it. only the shields down while walking graphical mod. That's all I use. Other than that, the mod is great. I love the slower battles.
Volcano  [author] 31 Jan, 2019 @ 2:17pm 
Got any other mods installed? This mod does not change any unit ratings at all, all it does it reduce the base to-hit values, which applies to everything (not just one unit type), so it is uniform.
Ormagni 28 Jan, 2019 @ 7:05pm 
I think the balancing is off on this. It seems without fail my armies will completely destroy enemy forces with a fraction of the losses. I can even send lowly tier 1 units up against higher tiers and they still completely dominate even though their stats are completely outmatched.

Anyone else seeing things like this? or am I just going crazy
Fotia 28 Dec, 2018 @ 6:43am 
Awesome, thanks!
Volcano  [author] 27 Dec, 2018 @ 11:22pm 
Yes, it is up-to-date and works.
Fotia 27 Dec, 2018 @ 9:57pm 
Does this mod work with the latest patch?
Robin_ITA 27 Dec, 2018 @ 4:44pm 
OK. Thanks for your reply.
Volcano  [author] 26 Dec, 2018 @ 10:38pm 
@Robin

Thanks. Not sure if it works with CoK, because I don't use that mod personally. You just have to try it out and see, it shouldn't break anything either way (I would think).
Robin_ITA 26 Dec, 2018 @ 3:46pm 
Merry Christmas by the way. Could I use this mod with Crucible of Kings?
Volcano  [author] 3 Dec, 2018 @ 4:28pm 
Thanks, glad you like it. :steamhappy:
eDen'S_bLiSS 3 Dec, 2018 @ 2:47pm 
Must say, I enjoy this mod even more here in ToB compared to RotR. Initial battle vs rebels, a 6 on 6 unit engagment, took 27 mins to resolve. You don't need replays to watch the struggle of one's subordinates when bringing opposing force to its' knees.
Volcano  [author] 26 Oct, 2018 @ 1:54pm 
Glad you like it. Yeah, time to think about your moves, rather than a click-fest.
davidcousineau 26 Oct, 2018 @ 7:20am 
Awsome battle mod , I can acutually sit and watch the battle unfold, no more Benny Hills battles!!!
Volcano  [author] 22 Oct, 2018 @ 2:06pm 
Thanks Thor, enjoy! :steamhappy:
MagiK Djobi the gipsy king 20 Oct, 2018 @ 7:30am 
great mod. cant play without it, I absolutely hate the arcade ish vanilla battles. With this Im enjoyin some epic 30 minutes + battles,

thanks for your work
Volcano  [author] 23 Sep, 2018 @ 5:51pm 
Yes, I don't see why not.
Ligma Bababooey 23 Sep, 2018 @ 10:38am 
compatible with Cinematic Battle Mod
Volcano  [author] 21 Sep, 2018 @ 1:18pm 
danialaaronhunt, yes it is save game compatible. You can turn this mod on and off anytime you want.
MeGrimlock 21 Sep, 2018 @ 10:30am 
save game compatable?
Crazyivan 5 Sep, 2018 @ 3:11am 
will do thanks
Volcano  [author] 3 Sep, 2018 @ 2:08pm 
Yes, it should work. My guess is that Radius mod has done something similar to this one (this mod has been around for about five years or more for Rome 2). That said, I did some other changes too so they might suppliment each other (try it out).
Crazyivan 1 Sep, 2018 @ 4:26pm 
would this work with radoius mod as he has slowed battle times down as well
Volcano  [author] 30 Aug, 2018 @ 9:00pm 
Whoops, yep, should be good now.