Total War: WARHAMMER III

Total War: WARHAMMER III

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Longer Battles Mod
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Tags: mod
File Size
Posted
Updated
208.385 KB
5 Apr, 2022 @ 11:46am
20 Aug @ 10:58am
27 Change Notes ( view )

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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
294 Comments
Volcano  [author] 22 Aug @ 3:27am 
Thanks, have fun. :WH3_clasp:
Nameless 22 Aug @ 3:25am 
A well-made mod does not discriminate between units. I gave something good. thank you.
Volcano  [author] 21 Aug @ 2:43pm 
Well technically it applies to no units, really. It deals with the core math behind the combat, not the units themselves. So none are altered, but all are affected by it - if that makes any sense. Regardless of whether you use a mod that adds units, or are using the standard units in the game, it should work with it, which is how it was designed.
Nameless 21 Aug @ 5:51am 
Does this mod also apply to custom units in other modes? Or does it only apply to vanilla units?
Volcano  [author] 21 Aug @ 12:49am 
Thanks, yes it should work fine with mods that add units (it affects everything, regardless). :steamthumbsup:
HulkYoda 21 Aug @ 12:07am 
Hi Volcano, thank you for the mode! Just to understand the description better: so these changes, such as the melee attack interval and the fatigue level etc, are applied to other unit packs like graetor's knightly order?
Volcano  [author] 25 Jul @ 7:55pm 
IIRC, un-dead factions suffer from fatigue too, but some might be lessened.
YeXiu 25 Jul @ 7:23pm 
Question, are undead factions affected by the fatigue changes?
Bowen 23 Jul @ 8:30am 
well, got it ,thanks
Volcano  [author] 23 Jul @ 1:54am 
Yes, I have adjusted the healing rates to match the longer battles.