Total War: WARHAMMER II

Total War: WARHAMMER II

Warhammer Extended Battle Overhaul
78 Comments
The Phoenix 9 Jul, 2023 @ 3:09am 
Tested - didn't really work (battle length same as vanilla), but probably because not updated ?
ChopChop92  [author] 17 Jan, 2023 @ 11:06am 
@x9 there will no port yet. As for update kinda difficult atm but possible.
Dance 16 Jan, 2023 @ 8:33pm 
@Helgrim is the Brutal Battles + 25% ward save combination balanced and good for WEBO?
x9 10 Feb, 2022 @ 6:37am 
Hello, are you planning to 'port' this mod to WH3 when it comes out? This alongside the removal of army losses are genuine ESSENTIAL mods for me, and without them I will not enjoy the next game near as much
Mumion der Unsterbliche 9 Feb, 2022 @ 12:47am 
News ?
Mumion der Unsterbliche 30 Nov, 2021 @ 5:18am 
Update ?
Hoiyet Yettoi 15 Oct, 2021 @ 8:54am 
Jadawin's "Various Battle Tweaks" plays similarly to this, but goes quite overboard with some things. Logichammer by Scehr is similar too, but feels like not enough instead. WEBO for now is the best, but i'm afraid to use it with Cavalry Beta.
Ramwsh 28 Sep, 2021 @ 8:27am 
quite excellent work, great for increasing overall battle time, battles last longer indeed and almost every 20v20 battle with equal or less tier units is really epic experience, even with stupid AI decisions. But too questionable at some points, as for example: when little of units win against lots of remained ones, even though their stat powers morale are almost equal or a crap archer unit may decimate your cavalry. Anyway there's probably stuff you could look into and tweak mod in more better way :)
AngelPhoenix 8 Aug, 2021 @ 7:39pm 
Still plays fine overall. Take your time.
ChopChop92  [author] 7 Aug, 2021 @ 1:08pm 
I wont update the mod till September guys, Still working abroad and overtime.
AngelPhoenix 20 Jul, 2021 @ 9:31pm 
Hoping for an update, love this mod.
Jev Athens 20 Jul, 2021 @ 3:21pm 
This mod currently prevents Malagor from flying
ChopChop92  [author] 26 May, 2021 @ 11:42am 
Ι do have some ideas not only for TW but for ATW also but they will all resume after august nad my work obligations. until then i am open to ideas and suggestions.:steamhappy:
Vahamon 26 May, 2021 @ 5:06am 
Very enjoyable mod and that goes very well with your Order of Loremaster masterpiece. I hope to see some new faction oriented mod like the order of loremaster for other faction aswell, you sir are a true artistic modding genius.
Arron 15 May, 2021 @ 4:09am 
is there a submod for modded units for this mod
NINA rojozangre 12 May, 2021 @ 11:19am 
OOOOOOOO:steamhappy::steamhappy:
AngelPhoenix 14 Apr, 2021 @ 7:37pm 
You are correct! The automatic mod order actually has yours near the bottom of my list, after the Larger Unit Sizes mod I am using and it works perfectly. Thank you!
ChopChop92  [author] 14 Apr, 2021 @ 3:18pm 
Loading this mod first will overwrite a mod that makes the same changes. I dont change hp or stats. I suggest loading first the other mod and then this one.
AngelPhoenix 14 Apr, 2021 @ 2:37pm 
This sounds excellent, will it work with mods that increase unit size and modify individual unit stats like HP?
ChopChop92  [author] 14 Apr, 2021 @ 10:51am 
It is by 95% meaning that if they add custom battle entities these will now be affected by speed or collision changes.
yAndree 14 Apr, 2021 @ 7:11am 
Just a quick question, this is compatible with mods that add units ?
Helgrim 11 Apr, 2021 @ 12:57pm 
Yeah, you`re right, five shield types. Do you plan something like that?

I'm looking forward to the norsca overhaul and the veterans changing.
ChopChop92  [author] 11 Apr, 2021 @ 11:06am 
@Hellgrim you mean an increased variety of shield types with different levels (5 instead of 3). For veterans i need to put some thought along with the norsca overhaul that i am planning
Helgrim 11 Apr, 2021 @ 7:34am 
Greetings you, ChopChop92. If you have the time and of course interested, could you improve the veteran system in order to create alonger lifespan of chaff units and introduce different types of effective shields (bronze, silver and gold ones). That would give the already great WEBO even more tactical depth.
RexJayden 28 Mar, 2021 @ 4:42pm 
This mod makes battles so fun! More people need to give it a try. :Attacked:
ChopChop92  [author] 24 Mar, 2021 @ 3:57pm 
@MP-Karl i made some tweaks to morale and updated with a new version. Thanks for the feedback.
DeathNote 24 Mar, 2021 @ 12:10pm 
This mod just needs the morale tweaked slightly. Enemies are fighting to 30 guys or so before routing. It's too low for my taste otherwise great mod.
ChopChop92  [author] 13 Mar, 2021 @ 9:55am 
@Manwhale after my next project which hopefully will be released untill next weekend i don have time for anything. After that, yes i should consider creating compatability patches.
Manwhale 12 Mar, 2021 @ 9:38pm 
Kudos for making the best battle overhaul mod. Have you considered making this compatible with the mods of Greytiger's mods?
Helgrim 9 Mar, 2021 @ 7:12am 
I`ve been testing 25 ward save mod from Fidel and even Brutal Battles! It seems like all working perfectly together. I can`t see any (un)balancing differences/issues. Length of battles will also increase at about 1-3 minutes.
ChopChop92  [author] 6 Mar, 2021 @ 6:58am 
@Helgrim I am working on another project and I cant spare time to check this mod and put to the test the changes it adresses. If there is a FAQ somewhere it would be easier.
Helgrim 5 Mar, 2021 @ 5:48am 
Hi ChopChop92. Just wanted to congratulate you for this mod. Fights of the base game in combination with this combat overhaul makes really fun now. After a long time I can finally play a vanilla + campaign with a full modded combination again, thank you very much for that.

In oder to slow-down battles further on, do you think it would be possible to combine yours with 25 percent ward save mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1536280268

GienekMaster 2 Mar, 2021 @ 8:12am 
I meant that damage sustained morale debuff should be increased (no further change required) because units should flee when overwhelmed by enemy. Because if they don't, the only and at the same time best tactic is to send low units to crash with opposite army and to send better units on flanks - in such scenario low units will be destroyed (as they don;t flee) but the better units will make the rest of the army flee by flanking. So you should - in my opinion - increase damage sustained morale just to "free" units which otherwise would be "locked" by dealing with enemy units until its full death.
Thirsty Boii (loves to lick :) 1 Mar, 2021 @ 3:34pm 
awesome work dude, I can see you've put a ton of time and effort into this, really keen to test it out. Really appreciate it
FullAutoAttack 1 Mar, 2021 @ 2:09pm 
So perfect vigor for the undead has no real impact?
ChopChop92  [author] 1 Mar, 2021 @ 1:34pm 
Undead tire too. Tiring for undead is called crumbling. It follows almost the same rules (plus 1,2 more) that a normal unit follows (hardcoded). As i have said prevesiously. I am not aware if sfo makes changes to kv rules. IEither before or after it will work. I would suggest for compatability purposes to have it load after.
FullAutoAttack 1 Mar, 2021 @ 12:32pm 
Curious how fatigue impacts a fight where one side does not tire (the undead)?

Also should your mod be above the SFO one in the load order?
ChopChop92  [author] 1 Mar, 2021 @ 10:19am 
@Simonwizard if I have understoond right, you mean the morale debuffs from "damage sustained" should be a little bit increased and the morale debuffs for "flanking" or "rear attacks" to be a little bit reduced? Otherwise would be no balance due to the fact that all these factors work cooperatively. Example: A unit as a battle goes on will have its "damage sustain" increased no matter what. Rear and Flank will occur only when the enemy units enters a certain area of effects and actually perform the action.
The Wriggler 1 Mar, 2021 @ 8:41am 
I don't know how you were able to make this the way you did. But this is one of my favorite battle mods now.
GienekMaster 1 Mar, 2021 @ 7:32am 
Hello ChopChop92, I think it would make more sense to return to units flee when taking many casualities because otherwise the mod will require only to send 2-3 weak units to stop the main attack of opposite army (buying a time) and send stroner units to flank - that's it for every battle. But if the units would flee because of casualties it would require more tactical approach like holding units back in order to replenish fleeing unit.
Manwhale 28 Feb, 2021 @ 10:30pm 
Great mod!
ChopChop92  [author] 28 Feb, 2021 @ 4:06pm 
@FullAutoAttack yes
. Please also read the linked documentation to get more insights about the mod. Custom units will not benefit from the battle entities and land units table. Only from the Kv rules and the rest. This affects mostly visually the chance of more fluid lines happening.
FullAutoAttack 28 Feb, 2021 @ 3:36pm 
Will this mod work with custom units (generally)?
ChopChop92  [author] 28 Feb, 2021 @ 3:11pm 
@Delicious you can try and decide. I dont see "the many" but the opposite and I am happy that people are having fun. However, I took again a look to some rules to improve the mod a little bit. Playing on Legendary or Very Hard if you just leave two units fight with out any flanking or anything, they will fight to the death, unless during battle something forces them to lose morale. In vanilla you could just rear charge everything and win. In webo you have to push your advantage to win. Enemies will almost certainly flank you even with infantry, making more it difficult to just have a go-go battle..
EyeBags.On.Fleek 28 Feb, 2021 @ 1:23pm 
So are a lot of people finding units just fight to the death with this mod? That’s no good for me
{R.o.T} Karelian 27 Feb, 2021 @ 5:14pm 
Battles plays awsome, anyone talented at modding(not me) willing to make SFO submod?
RexJayden 27 Feb, 2021 @ 1:38pm 
This is good! Thank you, ChopChop92. :friendship:
Pharius 26 Feb, 2021 @ 5:07pm 
I honestly love that 3 models are left fighting it makes Battles much more fun
ChopChop92  [author] 26 Feb, 2021 @ 5:12am 
@Vollhov just saying this for SFO , this overhaul or another mod does not provide any useful information or feedback. The reason you or anyone who says that do not describe the framework that 3 models left fighting. Proper combat, cataclysm, sfo, webo all of these mods are trying to make battle realistic and hard by forcing the player to have better timing, better use of units etc. Straight up go-go fights will always result in stalemate butchering.
I tottally respect your opinion but please provide in the thread section information about how, when and in under which circumstances this result was achieved. There is also a complete mod documentation to better understand the changes that have taken place.
Vollhov 26 Feb, 2021 @ 5:03am 
t1 units of beastmen do not run away when they have 3 models left in their squad, this is too much. I've seen this at SFO. Complete nonsense.