Total War: WARHAMMER III

Total War: WARHAMMER III

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Longer Battles Mod
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battle
Tunnisteet: mod
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210.119 KB
5.4.2022 klo 11.46
14.9. klo 18.27
30 muutosilmoitusta ( näytä )

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Longer Battles Mod

1 kokoelmassa, tekijä Volcano
Warhammer 3++
6 luomusta
Kuvaus
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
320 kommenttia
Volcano  [tekijä] 2.10. klo 15.07 
Unfortunately there is no way to do this, as far as I know. The AI perceives a disadvantage, and decides that it is best to wait for reinforcements before attacking.

I have seen AI charge the moment they start receiving artillery fire, even with reinforcements on the way, so if they aren't doing it, then they must perceive they are at a hopeless disadvantage. But this isn't something that could be addressed in a mod like this, or maybe even at all, it would require some kind of AI rework (there might be some battle AI mods out there? Not sure).
Vollhov 2.10. klo 11.23 
I beg you to make sure that the AI ​​does not gather and wait for reinforcements, but immediately attacks. I can easily shoot him with artillery while he gathers and waits for reinforcements.
It seems to me that many people will be grateful to you if you make the AI ​​in battles more aggressive as it was in TWW II.
Volcano  [tekijä] 30.9. klo 13.59 
Best thing to do is try it out and see if you like how it plays together.
Dairak Logrus 29.9. klo 9.11 
Custom Matched Combat Animations Monster Scales Matter Balanced Cavalry Speeds Hecleas AI Overhaul how do you think work with this hard mods? can you answer and your accuracy mod too
Volcano  [tekijä] 17.9. klo 11.53 
Thanks, glad you like it.
Have fun. :steamsunny:
garytc78 17.9. klo 11.03 
very very good mod! keep up the amazing work!!!!!!
Volcano  [tekijä] 14.9. klo 18.30 
I just refreshed the file, ran the game again and no crashes. Be sure your mod is updating properly - the best thing to do would be to turn it off (in the mod manager), then turn it back on, then start the game (or restart the launcher), something like that. Sometimes Steam is a bit fiddly when it comes to when the file updates. :steamfacepalm:
Volcano  [tekijä] 14.9. klo 18.25 
I fixed this 16 hours ago. Does it still not work? I'll upload it again to be sure.
boggington 14.9. klo 12.04 
Getting the following crash:

The first invalid database record is
wh3_dlc25_unit_passive_unbinding_spirit_of_grungni_upgraded in
table special_ability_phases_tables
Volcano  [tekijä] 14.9. klo 2.10 
No problem, happy gaming. :steamsunny: