Total War: WARHAMMER III

Total War: WARHAMMER III

Extra Longer Battles Mod (revised)
310 Comments
Volcano  [author] 15 Jul @ 11:24am 
OK, yes, sounds like late game and definitely the AI at level 50 is going to be adding more time to the reinforcement arrival. That said, I just updated the mod again which should help a bit, making it a little shorter in duration (I think one of the values was set incorrectly).
Blood & Thunder 15 Jul @ 10:43am 
Yeah, maybe Morathi at level 50 had lightning strike, and that stacked with your mod. But I can't really confirm it.

It was just annoying that the garrison of the settlement that I'm defending and I'm already in, took 7 minutes to arrive lol
Volcano  [author] 15 Jul @ 9:48am 
...but then also the question is whether or not my recent "improvement" (to make it shorter) didn't mess something up or not. The previous two commentators would know best here, but they haven't replied one way or another.
This mod has been available for three years now and has a significant number of subscribers. The topic of reinforcement time has not been an issue, but is suddenly now. I am not against tweaking that time (which I did recently), but I am against just totally removing it. That said, you can always edit the kv_rules table and delete that if you prefer, and save it as your own custom version you load.
Volcano  [author] 15 Jul @ 9:44am 
It isn't that easy. The reinforcement time has been SCALED to the longer battle time to match. I have explained why in recent comments below. If you just went out hunting for longer reinforcement time mods, then it wouldn't be scaled EXACTLY with the values used with this mod's longer battle time, and so it wouldn't make any sense.

Just recently I reduced the time of the reinforcement arrival to be short (a few days ago), but cutting it back -20% or so. But the time you mention here (7 minutes) is longer than that. So the question here is whether or not the enemy you are fighting has Lighting Strike or not (as you can see in that skill, it adds even more time to the arrival).
Blood & Thunder 15 Jul @ 9:25am 
This mod is perfect, but why are reinforcement times 7 minutes now??? I can't even get my second army to come in before the battle is over. Isn't there a version without this change?
It says LONGER BATTLES, not LONGER REINFORCEMENT TIMES. If we wanted that, we'd install a separate mod
Volcano  [author] 14 Jul @ 12:39pm 
Thanks for the compliment, glad you like it. Enjoy! :WH3_clasp:
Vahamon 12 Jul @ 2:57am 
Thank you for all your work. I never play without your mod
Volcano  [author] 11 Jul @ 4:36pm 
Actually, I realized that I had to make a change to an active regeneration duration of some special ability, and "while I was down there" I looked at the reinforcement time/duration. I made a change here of ~ -25% to the duration (rather than it being 3x the base duration, it is now 2.5x).

That should help. I don't want to go any lower than that though, because of the longer melee duration -- it still needs to retain this scaled time (compared to the original) as much as possible. There was a little wiggle room there though, and have done what I can to still maintain that this is true, while making the time shorter. Hopefully it improves things a little there and doesn't go too far (player can still get the Lightning Strike skill to make this take even longer of course).
Volcano  [author] 11 Jul @ 1:55pm 
The fact that you spend some time "doing nothing" waiting for reinforcements, is not an issue, you had to do this in the base game too. But like I said, maybe the current time delay could be shorter (maybe just a little longer than the "Longer" mod's time).

Still, I'd have to hear from others. This mod has been available for three years and I have never heard anyone complain about that aspect. I try to avoid knee jerk changes, and what I said is still valid (that is, if reinforcements take too long to matter here, at 6 minutes, then they would also take too long to arrive in the base game's quick battles too, since all I did was scale this up). Not against adjusting it, but it would require more feedback and more thought before doing so.

In any case, if I make changes here at all, it would have to be small (like -25% at most).
Hidalgo 11 Jul @ 2:39am 
I agree that the increased reinforcement time makes some battle types less enjoyable. In the case of ambushes, armies often clash within the first ten seconds of the attack, while reinforcements arrive in about six minutes. By the time they arrive, the battle is already decided. Not to mention that by the time they arrive, they appear at the edge of the map and have to run another minute or two to reach the combat zone. Six minutes feels excessive in many cases, that is, if the reinforcement marker hasn't been moved.
This has caused me to stop counting my reinforcements outside of auto-resolve or some sieges where I have to spend the first few minutes doing nothing at x3 speed when i play with some races. Spend 6 minutes running around under enemy fire gaining time with races like Slaanesh or VC is not affordable.
Volcano  [author] 7 Jul @ 6:29pm 
Thanks for the feedback.

I could cut back on that increased time, but it must be present. Otherwise there is never a chance to drive off a small army/force in the face of massive reinforcements, because the melee takes longer to resolve (it other words, in the faster battles in the base game, it is possible to quickly overrun and attack a small force before reinforcements show up, allowing you to end the battle early before they arrive -- this increase allows that by simply scaling up that time).

So, it is more complicated than it seems. I am not against cutting it back though, but it is a balance. Right now I believe it is something like 1.5x to 2x for the "longer" mod, and 3x for the "extra longer" mod. Perhaps I might reduce that, but it would depend on what others think (personally I am good with it like it is, I mean).
sarumanthecursed 6 Jul @ 11:44am 
i feel the increase in reinforcement time does not positively add to battles and really makes things less enjoyable, defending minor port settlements is now very useless with black arks, and then you lose the entire black ark army for being docked despite it never losing nay unit in battle because of the timer
Volcano  [author] 19 Jun @ 2:59am 
You are welcome, happy gaming! :broflex:
Clanrat 18 Jun @ 10:54pm 
thanks for the update boss
Volcano  [author] 10 May @ 6:41pm 
Thanks, have fun. :WH3_clasp:
Judah Warrior 10 May @ 1:42pm 
Luv it thanks!
Volcano  [author] 14 Apr @ 7:30pm 
Yes, it should work with any mod that adds or alters units.
pritchy_01 13 Apr @ 1:58am 
does this work with unit mods?
Volcano  [author] 3 Apr @ 1:05pm 
Thank you both. Glad you like it.
Enjoy! :steamsunny:
MadLad 3 Apr @ 12:04pm 
Thanks for Your work. This mod needs way more subscribers.
Soter 3 Apr @ 3:22am 
Awesome mod, now i can enjoy the battles and not be in a rush constantly, thank you
Volcano  [author] 26 Mar @ 3:19pm 
I updated it, no more capital letters in the tables. It was tedious, and CA says they will fix it, but I don't quite trust that a future update will not break it again so the change/fix here doesn't hurt.
CCLindalen 25 Mar @ 8:47pm 
Adding to the update issues in case they don't hotfix and you want to start hunting:
Of 109 mods in my list, 13 of them now CTD during intro splash.
There is no common denominator. The problem cuts across reskins and mechanics and everything inbetween. Even with reskins from the same author (LIG in this case) some work and some don't.
There might be a clue in there if you pull up a LIG reskin that works (valkia) and one that doesn't (damsel) and compare their contents for word formatting differences etc.
Due to the broad scope of the issue I'm thinking it's something basic and inane.

"Building Progression Icons" was broken due to Kislev building changes, but author fixed it and got it back up and running. Another couple were also fixed, but I don't recall which ones atm.

Good luck, and good hunting if it comes down to it buddy! :)
Volcano  [author] 25 Mar @ 7:12pm 
OK yeah, I am going to wait a little and see if they hot fix this. I believe they will, but if they don't do it in the next day or so then I will rename them (which is absurd - I have a lot of mods and a lot of tables that would change). :steamfacepalm:
⎝⧹Za Furan⧸⎠ 25 Mar @ 3:10pm 
I've read a guy in Reddit saying that mods crashing can be fixed by renaming all the db table names to remove capital letters, but didn't try it yet, I don't even know how to do it.
⎝⧹Za Furan⧸⎠ 25 Mar @ 2:47pm 
I can confirm that this (and other mods) cause a CTD on startup, I've been testing, the only of my mods not causing a CTD on startup is Better Camera Mod at the moment.
Volcano  [author] 25 Mar @ 1:34pm 
OK thanks, I don't know what they did in this new update but apparently it broke a lot of mods. I will look into it when I can.
MadLad 25 Mar @ 12:29pm 
Does this mod still work? I got a ctd with the latest update 6.1.
Volcano  [author] 25 Mar @ 1:01am 
For some reason Steam didn't notify me of that last question. The answer is that I don't really know if it works with SFO or not, best to try it and see, putting this mod on top.
Z-hog 18 Feb @ 1:31am 
Will this work with SFO?
Volcano  [author] 29 Jan @ 1:05am 
@Losenis
So I have been testing the coefficient idea/suggestion out on my end these past weeks, and I think it works well. I just updated the mod to match the coefficient with the max hit chance. Thanks for suggesting it. :steamsunny:
Volcano  [author] 29 Jan @ 12:54am 
@Zigg Price
For some reason it didn't notify me of the comment. Probably too late to be useful but - it sounds like the two mods might conflict, but you never know, try them together and see if you like how it plays.
Zigg Price 11 Jan @ 8:29am 
So this mod mostly just extends battles. I am looking at Brutal Battles 3, which says it makes battles more visceral or take greater losses. WOuld these two mods play nicely together? Or do they accomplish separate goals?
Volcano  [author] 10 Jan @ 12:12am 
Sounds like it might not be, because there are quite a few changes listed there that do not have anything to do with unit size.
Volcano  [author] 9 Jan @ 11:43pm 
Sorry, but I don't make videos - not that I don't want to, its just that I have never done it, so I have no experience with it (don't have video editing software, etc).

If you can't tell a difference in the battle length then there is likely a mod conflicting with it. Try putting this mod on top in the loading order.
Volcano  [author] 9 Jan @ 11:27pm 
No, no videos. Isn't it just easier to try the mod and see how it is?
Volcano  [author] 4 Jan @ 2:29pm 
Thanks, no worries, its worth an experiment. Nit picking tuning is what makes good mods. :steamsunny:

I have made the change on my end in a prototype, I will play some a lot of battles before I make a decision or not there. Either it will convince me why I didn't do it to begin with, or it will be something good that I will update the mod with. I will post again when either happens. :steamthumbsup:
Losenis 4 Jan @ 5:43am 
I'm making this sound like a bigger problem than what it is though. I've been playing with other values and seen some differences, but this is just nitpicking on my part for number changes at this point. Mod's still great, thank you for the time and effort taken in making it.
Losenis 4 Jan @ 5:43am 
Oh of course, not saying lowering hit chance was a bad move, but when I saw the table it felt weird to have something like empire swordsmen charging already hit that maximum hit chance vs things that don't pass 30 MD compared to rearcharging reiksguard with devastating flanker unlocked. Conversely it made shield spearmen VERY strong at holding the line given that whatever doesn't have over 30 MA already hits that minimum hit chance. Don't get me wrong this isn't me saying "stronger units should be even stronger", rather it gave low tier units some funny interactions due to how you only need 15 points over the opponent to reach peak performance and anything past that is kind of... wasted, more or less. Same goes for other abilities like the reikland runefag giving 24MA, which kind of only helps units that are far behind on that stat while not doing much for good attackers.
Volcano  [author] 3 Jan @ 4:48pm 
...but then, maybe I will test that out again (adjusting the coefficient) and see. It has been so long ago, I am pretty sure I did test it and decided against it, but then maybe I am remembering incorrectly. It wouldn't hurt to test and see how it feels (worst case, I remember why I didn't do it).

I'll tinker around with it when I get a chance, thanks. :steamsunny:
Volcano  [author] 3 Jan @ 4:44pm 
When first making the mod, I did adjust all those values for weeks, testing and retesting, and tuning it eventually felt like the values set here played the best (which I thought at the time was best to not adjust the coefficient). The idea was to have it drastically taper off in probability at the top end, otherwise it is hard to extend the length of the battle. High MA still matters, but definitely not as much the higher you go, right.

But of course, that doesn't mean I think the values I settled on are perfect, it was just a gut feeling with the primary goal to extend the melee. But definitely if you like, try some different values and see how it plays.
Losenis 3 Jan @ 12:18pm 
Hi, I've noticed in the tables that the max hit_chance was lowered to 30. Given that the base hit chance is 15 and minimum is 3, it kind of means you hit maximum/minimum chances when you either have 15 more MA than the enemy's MD or 12 more MD than the enemy's MA, kind of making something that beats them by 40 or 50 in either stat not perform that much better. Have you given some thought to changing melee_hit_chance_normalisation_coefficient to match? If I understand the stat correctly, changing it to 0.5 for example will mean you need 2 points in MA to increase hit chance by 1%, 0.33 to need 3, and 0.25 means it'll need 4 points and so on.
RexJayden 29 Dec, 2024 @ 1:07pm 
Will do...thanks, Volcano! :WH3_nurgling:
Volcano  [author] 29 Dec, 2024 @ 1:03pm 
@RexJayden
Seems like it might work, best thing to do is try it out and see how it plays.
RexJayden 29 Dec, 2024 @ 11:03am 
Happy almost new year, Volcano! Question...do you think this mod will work with your combat mod here? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393253521 :critical:
Superlaleva 29 Dec, 2024 @ 9:13am 
Thanks a lot for the mod. I do think though that reinforcement times are way too long. I like to play with multiple armies and right now reinforncements arrive after 5 to 8 minutes, which is usually when everybody is dead and saying goodbye to each other.
Volcano  [author] 4 Nov, 2024 @ 7:28pm 
Yes, should work fine with modded units.
HolyRedEye 4 Nov, 2024 @ 6:20pm 
does this work with modded units as well??
Volcano  [author] 28 Oct, 2024 @ 3:40pm 
Thanks. Yes, they are tougher simply because they are harder to hit as much, but at the same time, the Lords and Heroes are weaker too because they also are harder to hit enemy with their own melee attacks. So generally it is a wash.
MadLad 28 Oct, 2024 @ 3:17pm 
This is a great mod. I have been using it for a long time right now, though it feels like the generals and heros are a bit to tough.