A Total War Saga: TROY

A Total War Saga: TROY

Longer Battles Mod
153 Comments
Volcano  [author] Aug 27 @ 7:58pm 
Glad you enjoy it. Have fun! :steamsunny:
wojtyla Aug 27 @ 7:23pm 
Absolutely essential mod. Finally battles are something you remember. Thanks man !
Volcano  [author] Jul 11 @ 1:47pm 
Thanks, glad you like it. Enjoy! :WH3_clasp:
空空 Jul 11 @ 8:10am 
I like watching my little one fight for a long time, thank you for your mod
Volcano  [author] May 7 @ 12:14pm 
Correct, this mod is included exactly in that one. I couldn't mention too much there because of the limited amount of characters allowed in the description, unfortunately.
Have fun! :WH3_clasp:
MJD May 6 @ 3:14pm 
Hi. Is this mod exactly duplicated in your Troy revised mod? You mention a lot of nice features in the blurb for this mod which aren’t mentioned on the Troy revised blurb (I guess to keep it succinct). Thanks.
Volcano  [author] Mar 3 @ 12:06pm 
Hmm, it might. This mod make a lot of changes / has a very big footprint, but best thing to do is try it out and see how it plays together to know for sure. Also, you can swap the loading order to see if that makes any difference if you notice something odd.
A2TU2 Mar 2 @ 5:32am 
Will this mod conflict with Extended Factions mod?
Volcano  [author] Feb 19, 2024 @ 9:53pm 
It is in the variants_tables, yes. Not sure why deleting that table wouldn't reset it back to default, because I don't recall adding a custom variant - maybe I did?, but you can try opening the game's own variants_tables, and then changing the SCALE column's value in this mod to match what is present there.

Good luck.
Andariel Halo Feb 19, 2024 @ 6:55pm 
hay I love everything except the 150% myth unit size. How do I remove that? I tried removing the "variants_table" section from the pack but I'm not an expert with modding and this didn't work so is the size information put somewhere else?
Volcano  [author] Nov 13, 2023 @ 2:35am 
Actually, it turns out that I had sort of abandoned this mod once I started working my Troy Revised Mod (TRM). In the TRM, I actually improved the way fatigue worked by making units regain stamina quicker when resting. So, I went ahead and updated this mod just now by adding those improvements from TRM - so although it doesn't address exactly your complaint, units can rest faster than they could before, at least. This might be enough to address it for you (being more practical to actually rest units to recover from exhaustion).
Volcano  [author] Nov 13, 2023 @ 2:18am 
OK, well, it is done that way on purpose - to slow the battle down once everyone becomes exhausted, making it less likely that units will run around to the rear constantly after that point (which is about what all TW battles devolve into - flanking and rear charging again and again as the battle carries on, resulting in little need to actually rest).

But at least you gave it a try. Certainly not everyone will like it though. Happy gaming. :WH3_clasp:
IceSquidd Nov 12, 2023 @ 7:44am 
I like that mod, it's very good, but the penalties to speed due to fatigue is just too much, at least for me, which makes battles a little bit unsatisfying.
Pingwine the Fog Jul 4, 2023 @ 5:11am 
Ok, thanks! Now I understand your thought process a bit more. I guess it makes sense for Achilles to defeat a low-ranking hero in a couple of seconds, even if it is a bit overpowered in a gameplay sense. As for heroes being able to solo enemy armies, I guess that's not what I'm looking for.

3 minutes for one level of fatigue when it goes down again in about 30 seconds? With battles generally lasting 7-8 minutes? Realistically, sure -- warfare is a tiring business. Just feels like units go from fresh to exhausted too fast. It all becomes a bit static. But again, personal opinion, so you do you, bud! Great work and Godspeed!
Volcano  [author] Jul 3, 2023 @ 6:54pm 
Thanks, regarding your mentions:
1. Well, it depends on the hero. In a situation of an over-match, yes, it might take 3 seconds. But two epic heroes, no, it might take 5 minutes. But the point is that these Heroes need to be able to kill each other effectively, otherwise they are a one-man-army able to ignore the other hero, and instead slaughter the enemy army, so a balance has to be maintained there.
2. Yes, fatigue recovers by sitting still, resting. It shouldn't take but a few minutes to recover one level of fatigue (maybe 3 minutes or so of resting). Correct, having a reserve will allow you to rest some units. Most people will not rest anything, not have a reserve at all, just throwing everything into the battle, trying to overwhelm. So the balance is in the middle there.
Pingwine the Fog Jul 3, 2023 @ 4:35pm 
Good stuff! My personal peeves, however:
1. It's supposed to be a longer battle, yet every duel lasts about 3 seconds due to the 3x increased weapon damage. They also over-perform in battles vs normal units, but I guess that's the point.
2. Does stamina even regenerate? The stam regen seems to be even slower than the DEI mod in Rome 2, and those battles are generally a lot longer. I suppose you want reserves to be even more tactically advantageous, but considering how fast units lose stamina, it again feels a bit much.
Volcano  [author] Jun 2, 2023 @ 12:55pm 
Probably not because so much seems to be changed in that mod, but it shouldn't hurt to try it and see.
Ligma Bababooey Jun 2, 2023 @ 12:40pm 
I assume this mod is not compatible with radious ?
Volcano  [author] Apr 25, 2023 @ 5:09pm 
Seems like it should work together, especially if you put this mod at the bottom of the loading order. :steamthumbsup:
Malata Societa' Official Apr 25, 2023 @ 4:02pm 
hello all this mods including youre works togheter?
1Hecleas Animation Overhaul 2Immersive Combat Mod 3COHORTROY Unit Pack 4Longer Battles Mod 5Immersive Ranged Death Animations 6Better Camera Mod
Volcano  [author] Nov 27, 2022 @ 9:24pm 
Hmm, not sure exactly, but it seems like it should be. Best thing to do is try it out and see how it looks. It shouldn't hurt anything to turn it off and on.
Squeakers Nov 27, 2022 @ 11:30am 
This is something i needed, but i gotta ask, is this compat with animation overhaul 2.0?
Volcano  [author] Oct 31, 2022 @ 2:44pm 
Yes, depending on the type or lord I suppose, but wouldn't it also depend on whether your Rhesus was "buffed" from leveling up yet, including any better items/weapons you have gained. But if you weren't exactly a low level, then it could be a case where a non-mythical weapon is being used by your leader in the mythic mode - I would have to investigate that when I have time, and I will keep an eye on it. It is an easy fix, but the hard part is figuring out which weapon. If you know your leader's exact weapon name then let me know here and that will help.
Black Hammer Oct 29, 2022 @ 9:52am 
I did manage to kill him, but Rhesus lost about 85% of his health, even after I kept Rhesus out of melee while letting a trash unit use up the enemy hero's stamina. So an exhausted generic nearly beat my fresh named hero with two strong buffs.
Black Hammer Oct 29, 2022 @ 9:31am 
Went into a garrison battle, and the generic garrison lord (Defender - Protector) had 3,000 weapon damage. My Rhesus has 1175. Is that how it is supposed to be? On Mythos mode, no other mods.
Volcano  [author] Oct 24, 2022 @ 1:36am 
I should of added -- but that is also historical for the time period because historical text mentions that armies very seldom wiped each other out. They retreated and lived to another day (unless in TW they get attacked again after retreating and lose). This does line up with making the armies stick around and do battle longer, rather than getting routed and destroyed.
Volcano  [author] Sep 28, 2022 @ 7:19pm 
They do have a routed defense debuff, a very high one actually. What I found is that its the light units that are able to catch the enemy get get attacks in, but anything medium or heavy won't do. But then the problem is that light units typically have low attack strength, so really what is needed are cavalry, which not many armies had in the period (which was all historically a problem - it was very hard to destroy the other army back then). Beyond that, there isn't much more I can do, given how it all works.
Kamsta99 Sep 28, 2022 @ 5:47am 
For me routing units are way too hard to kill, you should applly defence debuff when units routing making them more easy to kill
Volcano  [author] Aug 3, 2022 @ 3:10pm 
Thanks, glad you like it! Enjoy! :steamhearteyes:
Toshiro Mifune Aug 3, 2022 @ 9:54am 
i love this mod so much.
Volcano  [author] May 9, 2022 @ 7:04pm 
OK, I see the mod now. Yes, try putting that mod above this one in the load order. If anything, it seems like *maybe* they should work OK together after that. In any case, it seems like that mod has a similar approach to things done here, so it seems like maybe they could coexist together with tolerable differences.
Volcano  [author] May 9, 2022 @ 6:51pm 
That link doesn't seem to work. But having said that, I doubt I will be integrating other mods into this one, but if you change the loading order you should be able to get them both to work (I think you would put that mod above this one in the loading list, or vice versa, you might have to experiment).
Volcano  [author] May 9, 2022 @ 3:46pm 
Yes, and no -- this mod doesn't change normal soldier weapon power, but it does change leader weapon power, in mythological mode. It puts it more in line with Three Kingdoms levels, so that heroes are actually capable of doing something heroic (in the standard game mythological heroes have the same weapon power as everything else and they don't do so great).
Volcano  [author] Feb 4, 2022 @ 3:43am 
Whoops, I forgot to say -- if you are using other mods that modify other, more significant (or more targeted) strategic campaign elements, then just put this mod on the bottom of the loading order and any such common changes will be overridden. In this way, this mod should be fine to use if there is any concern of conflict there with the minor changes to the strategic level items. :steamsunny:
Volcano  [author] Feb 4, 2022 @ 1:39am 
...well, I should say that there are 24 tables modified that are battle related, and then there are 9 tables modified that are strategic game related, but these 9 tables are small tweaks, nothing serious (mostly movement based, or AI cheating reductions and such, or slight improvements to the tech tree for pet peeve technologies that don't have quite the right payoffs). All of these I consider setting up more proper battles in the campaign.

I may at some point split this into a separate mod, but not yet.
Volcano  [author] Feb 4, 2022 @ 1:22am 
Yes, and there are other tables in there too that I changed. Its because this mod started out as a simple battle mod, but I had to change and tweak some minor things in all sorts of other areas at the strategic level, in order to (in my opinion) better setup the battles themselves. Example: if the AI is recruiting too many units too fast, or too high of an artificial population growth explosion, or has too low of an upkeep, then the battle situations are just too wrong, thanks to AI spam.

But I understand that if you looking for just a battle mod, then this isn't the one for you. Its basically a battle mod, with strategic game minor tweaks - into a singular mod that I think makes Troy play in a way that I think is fair, and ideal to me. Who knows, maybe I will split some things off into a separate mod one day, but that is not my desire right now.
Volcano  [author] Feb 1, 2022 @ 12:10pm 
@johntell
Thanks for the info. Good to know! :steamsunny:
John Tell Feb 1, 2022 @ 11:15am 
I use this mod with Radious , and everything is ok/)
Volcano  [author] Jan 31, 2022 @ 1:51pm 
Not sure, but maybe - try it out and see, it shouldn't hurt anything to turn it on and off.
육 Victrix Jan 29, 2022 @ 4:22pm 
dumb question but can I use this with Radious?
Volcano  [author] Jan 27, 2022 @ 5:24pm 
Sorry, this is not something that I will look into (I wouldn't know where to start).
But maybe you can find a small mod out there that addresses this.
kopermedia Jan 27, 2022 @ 6:32am 
In TW ROME2 there is such a solution. Only there the fleeing in the fight always loses.
Volcano  [author] Jan 26, 2022 @ 4:23pm 
No, there is no way to do that - the behavior you describe is standard Total War behavior that exists in every game. When a unit is routed, that's it, its just trying to run away - not fight.
kopermedia Jan 26, 2022 @ 7:03am 
Hello, is it possible to add for tying each character model with the opponent. Currently, those fleeing in the neighborhood with a hostile model, instead of fighting for their lives, unknowingly run or squeeze between models. It would look nice if the unit loses morale, and some of them fight because of the fight. The same for the pursuing unit, they do not stop and squeeze behind the previously attacked unit. If they were involved in a fight with the opponent every time, it would look better. I also suggest that for fleeing units, every unit involved in combat should fight on normal terms. So that the armored, despite the escape, was still dangerous and could defeat the weaker opponent.
Volcano  [author] Jan 19, 2022 @ 9:54pm 
no, it shouldn't affect any unit spacings.
Razgrizz Jan 16, 2022 @ 11:41am 
does this affect unit spacing at all?
Volcano  [author] Jan 11, 2022 @ 10:02pm 
Glad it works. Have fun :steamsunny:
LEGIO_Tito Pullo Jan 11, 2022 @ 10:01pm 
Perfect, I took the fomato pack file from the Steam Workshop folder and put it in the TTW mod folder on Epic. It works great. Thanks friend. Ciao
LEGIO_Tito Pullo Jan 6, 2022 @ 6:43am 
Volcano ok thanks, I'll try and let you know. Hello and good epiphany
Volcano  [author] Jan 5, 2022 @ 12:47am 
Hello, not sure about Epic (don't have it), but as far as I know, I think you can use the mod just by going to the game's data folder in Steam (...\Steam\steamapps\common\Total War Saga Troy\data) and copy the Longer_Battle_Time_Mod-Troy.pack file over to your data folder of the game install in Epic. I believe any .pack file located in the data folder should show up in the launcher allowing you to enable it (assuming the game launcher works the same way in Epic).

Hope that helps...