Total War: WARHAMMER II

Total War: WARHAMMER II

Longer Battles Mod (revised)
128 Comments
Wither 18 May, 2024 @ 6:01pm 
Greeting.

Is the mod still functioning with current patch?
Volcano  [author] 26 Jan, 2024 @ 3:16pm 
Sorry, I have since moved on to WH3's mod where I did that there. At some point I might go back and carry those changes here, but I have a lot of mods to maintain and I have to maintain the present ones. :steamfacepalm:
Scotvince 26 Jan, 2024 @ 3:12pm 
Could you reduce the winds of magic resplenishment?
lwhのsama 21 Jul, 2023 @ 7:49am 
Q:听起来不错,谢谢你。我有个问题,你说的“资料片”是指如果像卡塔纳的南方王国或克拉卡德拉克等相应的mod被激活,整个工作室的其他单位也会被改变,还是说只有基础游戏单位被CA激活?
A:这意味着它应该适用于任何东西。任何DLC,任何mod。它不会改变一个单位,它改变了战斗的基本数学,所以所有东西都受到同样的影响,应该与它一起工作。:steamthumbsup::steamthumbsup:
Volcano  [author] 9 Jul, 2023 @ 9:06pm 
Well, unfortunately I won't be making any WH2 mods anymore, because I don't play it anymore, instead spending that time in WH3.
The Phoenix 9 Jul, 2023 @ 5:07pm 
For TW:WH3 you develope this one - link below - (taking it up another 'nodge'). Any consideration for a similar mod for TW:WH2 ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853235998
The Phoenix 9 Jul, 2023 @ 4:37pm 
Ok - thx for the quick replies...
I posted a suggestion on the sound system in the TW-discussion forum. Probably vain hope, but hopefully it gets picked up sooner or later by the CA-devs

https://forums.totalwar.com/discussion/333683/proposed-feature-maintain-combat-sound-while-in-slowmotion-pace-w-sound-as-if-regular-speed#latest
Volcano  [author] 9 Jul, 2023 @ 3:59pm 
Thanks for the compliment, glad you like it. Yes, I try very hard to keep all my mods up to date and functional, no matter how old they are.

Regarding the slow motion no sound, sorry, this cannot be done by a mod because it seems to be coded behavior within the game itself. I have always thought that was silly too, making slow motion pretty much useless, but it is what it is unfortunately (which is why I made the longer battle mods). :steamfacepalm:

If you like WH2 then you will certainly like WH3. Have fun! :WH3_clasp:
The Phoenix 9 Jul, 2023 @ 1:07pm 
Hi Volcano - I have been looking up some of your work and I must say, I am impressed with the level of quality and commitment !

It is actually mods like yours that make me consider buying TW games at all in the first place (too quick-paced, taking the fun out of strategy). I am currently considering TW:WH3 and I noticed you made several mods much like the one you did here for TW:WH2

One major ask I have - I noticed you made a battle sound tweaking mod for TW:WH3. Would you be able to make a mod (or adjust your current one) so that combat sounds are NOT muted when we put the game to slowmotion ? I feel that combination of such a mod with your other battle length extending mods AND in-game slow-motion setting would result in the full Warhammer experience as it was originally intended...
The Phoenix 9 Jul, 2023 @ 2:40am 
After testing - a battle which in vanilla took 4', extended to 5'40 with this mod. Substantial and better than other mod's I tested
Volcano  [author] 8 Jul, 2023 @ 7:35am 
I haven't played WH2 in ages, but as the description says, about 1.5x to 2x increased battle time length, more or less.
The Phoenix 8 Jul, 2023 @ 7:25am 
By how much would you think it expands combat ?
Volcano  [author] 14 Nov, 2022 @ 3:12pm 
You are welcome. Happy gaming! :WH3_clasp:
Wither 13 Nov, 2022 @ 7:16pm 
Just discover this mod and love it!
Now I can enjoy the sight rather than have to micro everything all the time.
Thank you for such splendid mod!
Volcano  [author] 16 May, 2022 @ 1:32pm 
Yes, it is.
Renan 15 May, 2022 @ 8:58am 
Is this compatible with unit packs?
Volcano  [author] 4 Feb, 2022 @ 3:45pm 
Whoops, I mean to say "not 2x longer", oh well.
Holy Order of PIZZASALAD 4 Feb, 2022 @ 3:36pm 
awesome !
Volcano  [author] 4 Feb, 2022 @ 2:24pm 
OK, I made that change now. Non-tower projectiles have 1.5x Base Reload, rather than 2x. The desire is that they still take longer to reload for slower ROF (for the longer battles), but now 2x longer. Enjoy. :steamsunny:
Holy Order of PIZZASALAD 4 Feb, 2022 @ 12:42pm 
yes i think that would deff be an improvement!
Volcano  [author] 2 Feb, 2022 @ 4:44pm 
Thanks for the compliment. I will look into that - perhaps a reduction in ROF to 75% instead of 50% might be best, yes. Currently I am tweaking the Troy mod, but when I come back around I will take a look. :steamsunny:
Holy Order of PIZZASALAD 2 Feb, 2022 @ 4:05pm 
I really like this mod I think it's the best battle mod currently. I've had some awesome battles with the mod and for that im dropping an award. the changes arnt game breaking (both literally and gameplay wise lol) i find myself getting a chance to breath and watch the fun. however, I do wish there was a variant of this mod that didn't cut the rate of fire for all missiles units. it makes ranged teams seem much worse. shield effectiveness doubled I think is a fine counter to the new style of play. ranged teams already have it rough with the new Calvary patch and I mean there's legit flying things in this game. never felt like ranged teams where op in my playing. Maybe a 25 % cut rate of fire wouldn't be so damming but 50 feels like ranged teams dont stand a chance. id love to see rate of fire left completly alone and just changed missile accuracy to be lower across the board. that match the vibe of this mod better i think.
Volcano  [author] 24 Dec, 2021 @ 9:36pm 
Thanks, glad you like it. Not familiar with SFO (I only really use my own mods) -- but if you have any concern then its always better to put the mod you prefer the most at the top of the loading order.
Hawk™☆KevRockZ☆ 24 Dec, 2021 @ 9:26pm 
Great mod mate, used it already for other TW games. For the mod to work with SFO, should i place it after SFO or above in the load order? Thanks. :)
Volcano  [author] 16 Dec, 2021 @ 7:10pm 
It should work with new units from other mods, except that it won't change their ranged reload speeds.
lwhのsama 16 Dec, 2021 @ 5:13pm 
excellent:steamthumbsup:.But I wanna konw does this mod affect all the units besides the new units which are from other mods?
Volcano  [author] 24 Nov, 2021 @ 10:07pm 
No problem, enjoy. :steamsunny:
Zaphod 23 Nov, 2021 @ 2:58am 
Awesome thanks :lunar2019piginablanket:
Volcano  [author] 22 Nov, 2021 @ 3:22pm 
Yes, that mod should work fine with this one.
Zaphod 20 Nov, 2021 @ 7:12am 
@Volcano Hi, I made a tiny mod that increases the AI's leadership bonus per difficulty and nerfs the leadership penalty for dead lord/heroes (since AI tends to suicide their lords) to help address AI armies routing early. It only changes 4 tables in kv_morale_tables.

Do you think this could cause any conflicts with your mod? This is my very first mod, might be a dumb question.
Volcano  [author] 6 Nov, 2021 @ 8:07pm 
Thanks Stix_09, yeah I will probably leave it like it is. Its easy to forget all the perks and buffs that get piled on top of everything during the campaign, and there has to be room to make those effective.
Stix_09 6 Nov, 2021 @ 6:54pm 
I would not change it.
Markliuz Da Jesterly 21 Sep, 2021 @ 2:40pm 
Ill play around with it some more.
Volcano  [author] 21 Sep, 2021 @ 2:29pm 
Maybe in the next update I can look into that, but keep in mind that there are (usually) all kinds of ROF perks and buffs in the campaign that improve it, so the initial ROF shouldn't be too high, to give incentive to buff it (but I suppose that depends on the faction, personal preference, and other things). Just saying, something to consider.
Markliuz Da Jesterly 21 Sep, 2021 @ 2:15pm 
I feel the rate of fire penalty is abit too cumbersome, is it possible to get 30% instead?
Volcano  [author] 5 Sep, 2021 @ 6:57pm 
Thank you, enjoy! :steamhappy:
AV-BriaN- 5 Sep, 2021 @ 6:20pm 
Excellente mod sir.
Volcano  [author] 4 Aug, 2021 @ 4:48am 
They should work, yes.
Psychooll 4 Aug, 2021 @ 12:28am 
those changes works with new custom units from other mods ?
Volcano  [author] 30 Jul, 2021 @ 11:26pm 
Yes, but you both have to have it.
Scotvince 30 Jul, 2021 @ 11:17pm 
Is it muliplayer compatible ?
Volcano  [author] 17 Jul, 2021 @ 12:39am 
OK the mod was updated properly now, and should be good to go.
Uroboros 16 Jul, 2021 @ 7:11am 
Thank you!
Volcano  [author] 15 Jul, 2021 @ 3:13pm 
It should work fine even without being updated, but either way I will properly inspect it soon. In the the mean time you may try it out - if the game loads with the mod active, then it means that it works fine.
Uroboros 15 Jul, 2021 @ 1:45pm 
Is the mod still compatible with the new patch? Or does it requires an update?
Volcano  [author] 7 Jul, 2021 @ 9:38pm 
This mod should be compatible with unit size increase mods, but I am not sure about overhaul mods as it depends on if they changed the same data. You can always turn it on and try it out and see, it shouldn't mess up anything to try it out.

SerKing5 7 Jul, 2021 @ 8:07am 
is this mod copatible with overhauls like SFO?
danwright405 7 Jul, 2021 @ 4:49am 
thanks! im using a unit size increase mod. will this mod conflict?
Volcano  [author] 7 Jul, 2021 @ 12:20am 
OK, mod should be updated now. :steamhappy:
Volcano  [author] 6 Jul, 2021 @ 7:39pm 
Yes, I will update it, I just haven't had a chance to look it over yet (but I will soon).