Total War: WARHAMMER III

Total War: WARHAMMER III

307 ratings
Longer Battles Mod
7
2
2
4
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
battle
Tags: mod
File Size
Posted
Updated
208.385 KB
5 Apr, 2022 @ 11:46am
29 Jun @ 10:40pm
26 Change Notes ( view )

Subscribe to download
Longer Battles Mod

In 1 collection by Volcano
Warhammer 3++
5 items
Description
This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy. This mod makes changes similar to my Longer Battle Mod created for Troy, Three Kingdoms, Rome 2, Attila and Shogun 2. It is save game compatible and also works with all expansions.

***The changes are intended to be minimal in nature. No unit values are adjusted - its all done through math by changing the combat rules.***

Tired of having your entire battle line routed before you have a chance to give orders to all your units? Tired of constantly jumping from unit to unit to give orders, making battles feel like they are an exercise to see how fast you can click the mouse? Don't want a mod that changes much of the original game? Then this mod is for you!

Note that this mod has been carefully adjusted so that battles are longer, but just by 1.5x to 2x longer, not extremely longer. There are several reasons for this: to prevent missile units from becoming too powerful and out of balance, and to still allow for numerous battles to be fought in a single session.

👉 If you want even longer battles then see my "Extra Longer Battle Mod" here:
https://steamproxy.net/sharedfiles/filedetails/?id=2853235998

(Despite this, it is not intended that battles remain exactly 1:1 identical in every way in regards to "balance" (how could it be identical?), however any shift in balance should be negligible and acceptable, for what you get out of this mod. But if you are someone who worries about the exact "balance" of every single unit, then this mod is likely not for you. That said, ask yourself: who says that the stock version of the game is balanced for the best in the first place? What if I told you it wasn't? --if it was perfect then you wouldn't be here looking for a longer battle in the first place, right?)

This mod...
✅Is save game compatible
✅Is compatible with all future DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with practically any other mod; for siege overhaul mods just put this mod above it in load order (so that the siege overhaul mod overrides the small changes to gate health here)
✅You may turn the mod off and on whenever you want

Unique changes:

-Base "to hit" percentages have been carefully adjusted to lengthen battles slightly but significantly, to give you more time to react to the action and observe the carnage. Additionally, increased the base melee attack interval by 1.5x. These changes increase battle length by 150%, average, and as much as 200%, depending on the variables and the situation.

-Carefully adjusted fatigue levels and thresholds to create a little more realistic situation and to reward the side that intelligently keeps and uses a reserve force. Also, missile units have a slightly lower rate of fire the more fatigued the missile unit becomes.

-Shields are slightly more effective at blocking missiles (when facing forward).

-Adjusted the reinforcement time to take a little longer (to accommodate for the longer battles).

-Adjusted Battle AI priorities so that they are more likely to flank if given the opportunity, and less likely to "blob up", which helps make battles more fluid (which helps with the longer battles).

-Reduced the Winds of Magic recharge rate in battles (for you and the AI), to account for longer battles (magic recharges at 40% the original rate). This helps mages from being able to blast apart the other armies so easily while both armies fight their longer melee combat. Also, on a general level, this is a very important change because the standard recharge rate was such that you could charge up all your pool of magic from the reserve in as little as 13 and a half minutes (as long as you had no negative penalties applied). This made the Items, Skills and Abilities that increased your recharge rate, nearly completely pointless (such as Arcane Surge, Locus of Conjuration, or the item Forbidden Rod).

-Gate strength increased by 2x, to account for longer battles and to make battering rams actually useful.

Also consider trying my Less AI Cheating (campaign) Mod here:
https://steamproxy.net/sharedfiles/filedetails/?id=2789971041

...and if you think Ranged Units are now too effective, try my Realistic Accuracy Mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2961245143
272 Comments
Volcano  [author] 2 Jul @ 9:38pm 
Hmm, no, don't think there is way to do that. I believe the unit as a whole is suffering hit point losses when hit by arrows, and then eventually when that entity is out of heath, it dies. Of course you have armor playing a role too, and it could be that some arrows aren't penetrating in the first place.
Typhoon 2 Jul @ 9:05pm 
are you able to make the arrow to get deflected and once its hit it deals more damage, i've seen many cases where a body is decorated with 5-10 arrows and still alives, it breaks the immersion for close up combat
AngelPhoenix 2 Jul @ 7:12pm 
I figured a mod that changes things so noticeably would needed updated but you know best. Either way, can't play WH3 without it. Thank you!
Volcano  [author] 27 Jun @ 10:25pm 
Ahh, does it say it is out of date? I will fix it. :steamthumbsup:
I made it in such a way that it should always work, no matter what it says in that regard, but I understand the confusion...
Lampros 27 Jun @ 9:06pm 
Angel,

This isn't a mod that requires a lot of updating; I wouldn't be surprised if the mod creator doesn't have to do anything for the new patch.
AngelPhoenix 27 Jun @ 8:43pm 
Refuse to play this game without this mod, hoping you will update soon (5.1 is huge so you probably need extra time). Best mod in my catalog.
Volcano  [author] 20 Jun @ 9:57pm 
I don't recall if I changed that at all. Try it out and see what you think.
Vaxar Kun 20 Jun @ 9:43pm 
how does this change mortis engine-type damage? deals damage slower, with more intervals?
AceTheGreat 17 Jun @ 2:58pm 
Hecleas Battle Overhaul changes a lot of the same tables, so it's better to pick one or the other.
Volcano  [author] 17 Jun @ 1:38pm 
Strange, I had not been getting notifications to the last month worth of comments - but just now started receiving them.

@MarioMCP
@danwright405
Yes, it should work just fine with new units and faction mods.

@Bigger en arder
Not sure about that, you would have to try it and see.

@Candyman
Thanks for the compliment. Glad you like it! :steamhappy:

@EvilNando
The magic side of things is very tough to deal with but I wouldn't say it is not worth it for those buff spells. For the most part it depends directly on how powerful (what level) those spells are, and most importantly, which melee units are being buffed. But certainly everything cannot be perfectly balanced, you have to pick your poison. I have accepted what it is, because I felt it far worse that the battles were over in the blink of an eye.