Total War: WARHAMMER III

Total War: WARHAMMER III

Longer Battles Mod
396 Comments
ReCore 13 Oct @ 8:41pm 
Thanks! I guess its another mod that conflict...
Volcano  [author] 13 Oct @ 1:34pm 
In regards to those three values you mentioned (there are a lot more changed than that), the mod has:
Base 20
Min 5
Max 75
ReCore 11 Oct @ 8:10am 
May you Tell me the stats of your Mod. I have a Feeling that the Mod isnt working...
Volcano  [author] 11 Oct @ 3:05am 
All of those were changed.
ReCore 11 Oct @ 1:25am 
Hi Volcano. Which unit stats did you change?
I still have the:
Base: 35%
Min: 8%
Max: 90%
Thank you.
非N个 12 Sep @ 5:04am 
good:steamthumbsup::steamthumbsup::steamthumbsup:
Volcano  [author] 12 Sep @ 4:30am 
The base to hit probability deals with melee only. In other words, it doesn't change missile unit hit %.
非N个 12 Sep @ 4:21am 
If the base "to hit" percentages decreases, does the ammunition capacity also increase?
Volcano  [author] 12 Sep @ 12:12am 
No problem, have fun. :steamsunny:
DavyJonesHisSon 11 Sep @ 11:59pm 
amazing thank you good sir !
Volcano  [author] 11 Sep @ 11:54pm 
Yes indeed, it is designed to be compatible with any/all unit mods. :steamthumbsup:
DavyJonesHisSon 11 Sep @ 11:42pm 
great mod so far !

got a question tho since you said:

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

does that mean its compatible with unit mods?

if your not sure how could i check to see if it is or not <3
Volcano  [author] 26 Aug @ 2:32am 
Glad you like it, have fun! :WH3_clasp:
Green 24 Aug @ 10:12am 
Thank you very, very, very much. It's so perfect with a Realistic Accuracy Mod.
Volcano  [author] 20 Aug @ 2:15am 
Sounds like it should be.
rockyalthor 20 Aug @ 1:02am 
Compatible with Custom Matched Combat Animations ?
Gordawn 28 Jul @ 6:59pm 
thank you
niardra 27 Jul @ 10:08pm 
This mod really improves the feels of battles, would like to request the delayed reinforcements be a setting.
Volcano  [author] 14 Jul @ 12:39pm 
Yes, affects Lords and Heroes.
KidouKenshi22 12 Jul @ 5:17am 
also for lord/ hero?
Volcano  [author] 11 Jul @ 1:59pm 
Both mods adjust the same table. If they were elegant with the design, including only the data changed there (and no the entire table) then maybe. But best thing to do is try it and see, put this mod on the bottom and see how it plays together. If you don't like it, swap the loading order and see if that helps.
BlacK Shot 11 Jul @ 1:24am 
Hi, does anyone know if this mod is compatibile with brutal battles 3?
Volcano  [author] 30 Jun @ 11:19pm 
Sounds like it might be fine, best to try it and see.
Whether the AI attacks a settlement or sieges it should have nothing to do with this mod, though. Certainly every time the AI attacks me, they attack, rarely siege.
sarumanthecursed 30 Jun @ 2:18pm 
would this mod be compatible ?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3428755738&searchtext=ai+coordinated

you both make changes to battle ai movements
sarumanthecursed 29 Jun @ 4:18pm 
Ai seems to siege settlements they can easily take instantly with this enabled
Volcano  [author] 21 Jun @ 3:09pm 
I haven't played SFO myself but maybe someone else who has could give you a good answer.

But I'd say get both LBM and ELBM mods and then turn one on, play a bit like that, then turn it off and turn the other one on and play a bit and see which one you like better. It shouldn't hurt anything to try it out and see which one you prefer.
Ambus 21 Jun @ 8:02am 
I have played SFO for years. But now I want to try something else. But I do like the length of SFO battles. Which mod will suit me best? Longer Battles or Extra Longer Battles? If you have tried SFO and can answer ofc haha
Volcano  [author] 9 Jun @ 12:43pm 
Well, that is a very board and general statement. Plenty of times a LL will get routed, often killed (wounded) before the rest of the army routs, it just depend on the army, and the lord. Nothing in this mod changes any of that, really.
Arkada 7 Jun @ 5:58pm 
have to say this mod doesnt make much sense, i routed every unit but the legendary lord and despite being alone and surrounded they kept fighting and i had to take more losses cuz LLs are..... well powerful. but if you route the entire army the lord shouldn't keep fighting cuz that just makes everything tedious
Volcano  [author] 6 Jun @ 1:15am 
No, sorry, no other version of this mod other than the "longer" version.
5ALV8T10N 5 Jun @ 9:10am 
Is there a version of this mod but without decreasing recharge rate of magic and without 2x hp for gates?
Volcano  [author] 22 May @ 7:44pm 
@onesimo.fermin61
Thanks! Sometimes swapping the loading order might cause one to override the other enough to work. I'd recommend swapping it around and see how it plays.

@RockType
In the three years the mod has been available, I haven't heard anyone mention that - so I don't think it is likely caused by this mod.
onesimo.fermin61 22 May @ 7:24pm 
Thanks for this amazing mod, I wanted to ask you, I was trying this with SFO, but I see that it doesn't have the same effect as using it with the vanilla version, any recommendations so that both can work together?
RockType 22 May @ 9:03am 
Does anyone else get a big stutter after every battle with this on?
Volcano  [author] 5 May @ 2:14pm 
Hmm, OK, I can look into cutting the rate of Ravenous Dead a bit more, again, that is not a problem - let me look into it.

My guess is that this ability is stacking with the normal regeneration rate. Seeing as how both this and the normal regeneration rate is now correctly scaled at the same rate (when I fixed it back in MAR), if it is still too much then it implies that the base game's Regen+Ravenous Dead stacking was way too high there too. I will have to test it a bit more.
Dingus 4 May @ 4:07pm 
Echoing what Ire said in March, Ghorst's zombies (and other units) are still ridiculously hard to kill due to regen. Even disintegration barely outpaces it.
Volcano  [author] 28 Apr @ 12:18pm 
The mod does not directly affect the autoresolve in any way, so if there is an influence being placed on it, then it has to do with the how autoresolve does its base calculations, *possibly* by taking into account the to-hit probabilities. But then, I never heard anyone complain about that either. In any case, if it is affecting the autoresolve, then that is just how WH3 works at a basic level, nothing to do with this mod itself. The AR is bit of a mystery too, kind of like black magic fudge, that I don't think even CA fully understands.

On the other hand, I greatly dislike how the autoresolve works (I think it is the weakest part of WH3), and I think it is far too generous, giving no incentive for the player to fight most of the battles out. With that in mind, I use my own autoresolve mod to make things more challenging. Try it out - you may or may not like it and you can get it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2859831333
MJD 26 Apr @ 11:08pm 
I’ve been thoroughly enjoying the mod but I noticed that your mod is impacting autoresolve results. One result was showing as a decisive victory with the mod installed but it seemed generous, so I saved and restarted without the mod and it was actually a valiant defeat. Is that intended?
Markliuz Da Jesterly 21 Apr @ 3:16pm 
I see, no problemo! :lunar2020contentgoat:
Volcano  [author] 21 Apr @ 2:36pm 
Ah, OK, I will take a look at the description.

Truth be told, it was written back in 2022, and some things did get changed yes - based on complaints, suggestions, feedback etc. It could be that I didn't correct or clarify the text, most likely. :steamfacepalm:
Markliuz Da Jesterly 21 Apr @ 2:31pm 
So the "adjusted the reniforcement time" is misleading? and needs more context, info.
Would have suggested adding 1 minute. but if its all in the lightning strike skill, the description should reflect that. :steamhappy:
Volcano  [author] 21 Apr @ 1:49pm 
It does, with the Lightning Strike skill/ability, but intentionally not that much until (because some complained). So, at 1x level it isn't that noticeable, but 3x should be.

But no, overall (base) reinforcement time in general is not increased here, if that is what you mean, and it shouldn't be, because the battle length is not increased enough to significantly matter. But if someone is trying to rush in there and defeat a battle within ~2 minutes (like you could do in the standard game all the time) *before* reinforcements arrive, then you need Lighting Strike skill for that. This is the approach that seemed to get the best feedback (and also makes Lightning Strike more useful), but obviously not everyone will be happy all the time.
Markliuz Da Jesterly 19 Apr @ 4:41pm 
Ive noticed this mod does not increase reinforcement time.
Volcano  [author] 31 Mar @ 8:23pm 
Thank you for the compliment, yes I tried to make it work with everything. :steamhappy:
Have fun! :WH3_clasp:
Mr. RanGer 31 Mar @ 8:21pm 
Volcano, you are a gentleman and a scholar. This even works on modded units. Changing the "to hit %" instead of modifying the health pools individually was genius.
Volcano  [author] 31 Mar @ 3:42am 
You probably want mt Extra Longer Battle Mod. This one is shorter than that, but you can try each one to see which you like better.
Aedrion 30 Mar @ 2:27pm 
Probably a dumb question. I've been looking for a mod that allows me some time to look at the models fighting and actually enjoying the bloody melee. Is that what this mod is for without too much impact on balance? Radious does the same but it changes too much for me to enjoy it.
Volcano  [author] 26 Mar @ 3:20pm 
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.
☠✠endtimesmate✠☠ 25 Mar @ 2:41pm 
I roll back the game to version 6.0.5 and all mods are good. 6.1 can wait some days/weeks
AceTheGreat 25 Mar @ 1:57pm 
Yeah it's pretty catastrophic for the modding scene. Thankfully one of the devs (WilliamCA) acknowledged it, so hopefully we will see a fix soon.