Total War: WARHAMMER III

Total War: WARHAMMER III

Extra Longer Battles Mod (revised)
324 Comments
Volcano  [author] Sep 22 @ 2:13pm 
Thanks, I do always try to keep all my mods up to date, but please let me know if I miss something.
Have fun! :WH3_clasp:
Pozer Sep 20 @ 7:08am 
thanks for your work and keeping this up to date
Volcano  [author] Sep 19 @ 5:32am 
OK, I just looked at all the affected spells and ran a debugger test, and the only thing changed are the duration times, as intended (so no problem there, everything else is uptodate with latest CA values in those tables).

So then the only way you would know would be to turn the mod off and play a battle and see if it is the same without the mod turned on. If so, then yes, it's an issue with the game/patch.
Volcano  [author] Sep 19 @ 5:24am 
OK, the mod does change the timing of some spells. It could be also that the spells were changed by CA after the mod was made and I might need to update some parts of them (because they are supposed to be identical to what they have, with only change being the duration to match the longer battles). That is the only thing I can think of that it might be.

I will take a look into that soon, when I can...
Elindos Phar & Family Sep 19 @ 3:08am 
( and for other players: please understand this mod is awesome and do not consider "not using it" because of this single issue I mention with Nurgle, it's still pending verification, could be related to 6.2 or 6.3 patch or something, or a power unchecked in the base game, AND the mod does make an immense and positive change to battles, I very much recommend it )
Elindos Phar & Family Sep 19 @ 3:04am 
(4) An allied AI with Malekith also destroyed its own armies on this single Nurgle army, and I lost repeatedly (5 armies, in groups of 2) including new ones made with more T3 units on a single Nurgle one, and autoresolve had the worse results. I beat another Nurgle army by overpowering it and using hydras, but regiments (multiple soldiers) lose their health instantly.


Thank you for your understanding here.

I don't want you to lose your time on unaware players.

As a matter of fact, I don't have another 6.3 campaign that was led from start to endgame "without your mod", to compare the situation , as I like playing with yours, so I lack information for a benchmark. But "I am trying my best" to deliver this information. It sounds like an endgame aura or something is insta killing regiments.

I plan to play multiplayer, and to recommend playing with your mod so I wanted to be sure!
Elindos Phar & Family Sep 19 @ 3:01am 
Thank you for your reply!
I understand your intent and point here.

I will have to reply in two messages.

(1) I was not using in this campaign any other mechanical mod, except your other very nice mod (Realistic Accuracy !).

(2) I thought it could be related to a spell or ability that would not be active with melee or ranged (escaping basic reduction of melee damage and projectile damage) and would still be "on its natural score".

I don't know if you reduce spell damage for instance, but then maybe it is also something uncaptured by that.

(3) It will be hard for me to dissociate this error by activating the bug or not in a new unmodded game: as I like to play with your mod and it was an endgame Nurgle. It was the case with all its armies). I did play numerous battles observing it with this faction, and it was after beating others including other chaotic factions.
Volcano  [author] Sep 18 @ 6:17pm 
Hmm, don't see how that would be. This mod does not alter anything dealing with units or factions. It just adjusts the core math behind the melee, nothing to do with hit points of units, or really anything at all regarding units (the mod intentionally avoids adjusting any aspect of units), and what is changed in this mod is quite basic and neutral to all sides.

I am not one to blame another mod, but it would still be important to know if you have other mods active. What you probably are looking for is a mod that might be altering the land_units_tables. Also, a usual indicator of how much... damage a data-based mod might be doing is its file size. The bigger the file size the more data it is changing.
Elindos Phar & Family Sep 18 @ 6:04pm 
Hello Volcano, would there be by chance (or bad luck) a bug or problem happening with the Nurgle powers? maybe some aura or ability escaped the rules modifications? Because both AI armies, and mine, just cannot survive contact with the enemy, despite beating every other army or chaotic troops, this one just instantly reduces regiments to half capacity. It happens to just every troop there, and this is even after beating other nations around and winning the long victory.
n.pedrazalis Sep 7 @ 3:37pm 
thank you
Volcano  [author] Sep 6 @ 6:38pm 
Yes, the loading order matters. I would put this mod on the very bottom of the loading order and see how it plays. If you don't like it then put at the top of the loading order -- it is usually one or the other (pretty sure the bottom, so it loads last though).
n.pedrazalis Sep 6 @ 4:56pm 
hello for the mod to be fonctionnal should i placed above allmy mods that are ordered from 1 to 400 so to be the 1 or below all my mods ? or load order doesnt matter ? please
Volcano  [author] Sep 5 @ 1:54pm 
Not totally sure because I don't use it, but it seems like other people use it together. Best thing to do is try it out together and see how plays together. Put this mod below that one in the loading order and see how it plays, and if you don't like it then try it the other way around.
om7772010 Sep 5 @ 10:44am 
Hi! Thank you for your great mod. Tell me, please is it comatible with Radious overhaul mod?
Volcano  [author] Jul 15 @ 11:24am 
OK, yes, sounds like late game and definitely the AI at level 50 is going to be adding more time to the reinforcement arrival. That said, I just updated the mod again which should help a bit, making it a little shorter in duration (I think one of the values was set incorrectly).
Space Marine 2 Multiplayer Jul 15 @ 10:43am 
Yeah, maybe Morathi at level 50 had lightning strike, and that stacked with your mod. But I can't really confirm it.

It was just annoying that the garrison of the settlement that I'm defending and I'm already in, took 7 minutes to arrive lol
Volcano  [author] Jul 15 @ 9:48am 
...but then also the question is whether or not my recent "improvement" (to make it shorter) didn't mess something up or not. The previous two commentators would know best here, but they haven't replied one way or another.
This mod has been available for three years now and has a significant number of subscribers. The topic of reinforcement time has not been an issue, but is suddenly now. I am not against tweaking that time (which I did recently), but I am against just totally removing it. That said, you can always edit the kv_rules table and delete that if you prefer, and save it as your own custom version you load.
Volcano  [author] Jul 15 @ 9:44am 
It isn't that easy. The reinforcement time has been SCALED to the longer battle time to match. I have explained why in recent comments below. If you just went out hunting for longer reinforcement time mods, then it wouldn't be scaled EXACTLY with the values used with this mod's longer battle time, and so it wouldn't make any sense.

Just recently I reduced the time of the reinforcement arrival to be short (a few days ago), but cutting it back -20% or so. But the time you mention here (7 minutes) is longer than that. So the question here is whether or not the enemy you are fighting has Lighting Strike or not (as you can see in that skill, it adds even more time to the arrival).
Space Marine 2 Multiplayer Jul 15 @ 9:25am 
This mod is perfect, but why are reinforcement times 7 minutes now??? I can't even get my second army to come in before the battle is over. Isn't there a version without this change?
It says LONGER BATTLES, not LONGER REINFORCEMENT TIMES. If we wanted that, we'd install a separate mod
Volcano  [author] Jul 14 @ 12:39pm 
Thanks for the compliment, glad you like it. Enjoy! :WH3_clasp:
https://suno.com/@carlvaha Jul 12 @ 2:57am 
Thank you for all your work. I never play without your mod
Volcano  [author] Jul 11 @ 4:36pm 
Actually, I realized that I had to make a change to an active regeneration duration of some special ability, and "while I was down there" I looked at the reinforcement time/duration. I made a change here of ~ -25% to the duration (rather than it being 3x the base duration, it is now 2.5x).

That should help. I don't want to go any lower than that though, because of the longer melee duration -- it still needs to retain this scaled time (compared to the original) as much as possible. There was a little wiggle room there though, and have done what I can to still maintain that this is true, while making the time shorter. Hopefully it improves things a little there and doesn't go too far (player can still get the Lightning Strike skill to make this take even longer of course).
Volcano  [author] Jul 11 @ 1:55pm 
The fact that you spend some time "doing nothing" waiting for reinforcements, is not an issue, you had to do this in the base game too. But like I said, maybe the current time delay could be shorter (maybe just a little longer than the "Longer" mod's time).

Still, I'd have to hear from others. This mod has been available for three years and I have never heard anyone complain about that aspect. I try to avoid knee jerk changes, and what I said is still valid (that is, if reinforcements take too long to matter here, at 6 minutes, then they would also take too long to arrive in the base game's quick battles too, since all I did was scale this up). Not against adjusting it, but it would require more feedback and more thought before doing so.

In any case, if I make changes here at all, it would have to be small (like -25% at most).
Hidalgo Jul 11 @ 2:39am 
I agree that the increased reinforcement time makes some battle types less enjoyable. In the case of ambushes, armies often clash within the first ten seconds of the attack, while reinforcements arrive in about six minutes. By the time they arrive, the battle is already decided. Not to mention that by the time they arrive, they appear at the edge of the map and have to run another minute or two to reach the combat zone. Six minutes feels excessive in many cases, that is, if the reinforcement marker hasn't been moved.
This has caused me to stop counting my reinforcements outside of auto-resolve or some sieges where I have to spend the first few minutes doing nothing at x3 speed when i play with some races. Spend 6 minutes running around under enemy fire gaining time with races like Slaanesh or VC is not affordable.
Volcano  [author] Jul 7 @ 6:29pm 
Thanks for the feedback.

I could cut back on that increased time, but it must be present. Otherwise there is never a chance to drive off a small army/force in the face of massive reinforcements, because the melee takes longer to resolve (it other words, in the faster battles in the base game, it is possible to quickly overrun and attack a small force before reinforcements show up, allowing you to end the battle early before they arrive -- this increase allows that by simply scaling up that time).

So, it is more complicated than it seems. I am not against cutting it back though, but it is a balance. Right now I believe it is something like 1.5x to 2x for the "longer" mod, and 3x for the "extra longer" mod. Perhaps I might reduce that, but it would depend on what others think (personally I am good with it like it is, I mean).
sarumanthecursed Jul 6 @ 11:44am 
i feel the increase in reinforcement time does not positively add to battles and really makes things less enjoyable, defending minor port settlements is now very useless with black arks, and then you lose the entire black ark army for being docked despite it never losing nay unit in battle because of the timer
Volcano  [author] Jun 19 @ 2:59am 
You are welcome, happy gaming! :broflex:
Clanrat Jun 18 @ 10:54pm 
thanks for the update boss
Volcano  [author] May 10 @ 6:41pm 
Thanks, have fun. :WH3_clasp:
Judah Warrior May 10 @ 1:42pm 
Luv it thanks!
Volcano  [author] Apr 14 @ 7:30pm 
Yes, it should work with any mod that adds or alters units.
pritchy_01 Apr 13 @ 1:58am 
does this work with unit mods?
Volcano  [author] Apr 3 @ 1:05pm 
Thank you both. Glad you like it.
Enjoy! :steamsunny:
MadLad Apr 3 @ 12:04pm 
Thanks for Your work. This mod needs way more subscribers.
Soter Apr 3 @ 3:22am 
Awesome mod, now i can enjoy the battles and not be in a rush constantly, thank you
Volcano  [author] Mar 26 @ 3:19pm 
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.
CCLindalen Mar 25 @ 8:47pm 
Adding to the update issues in case they don't hotfix and you want to start hunting:
Of 109 mods in my list, 13 of them now CTD during intro splash.
There is no common denominator. The problem cuts across reskins and mechanics and everything inbetween. Even with reskins from the same author (LIG in this case) some work and some don't.
There might be a clue in there if you pull up a LIG reskin that works (valkia) and one that doesn't (damsel) and compare their contents for word formatting differences etc.
Due to the broad scope of the issue I'm thinking it's something basic and inane.

"Building Progression Icons" was broken due to Kislev building changes, but author fixed it and got it back up and running. Another couple were also fixed, but I don't recall which ones atm.

Good luck, and good hunting if it comes down to it buddy! :)
Volcano  [author] Mar 25 @ 7:12pm 
OK yeah, I am going to wait a little and see if they hot fix this. I believe they will, but if they don't do it in the next day or so then I will rename them (which is absurd - I have a lot of mods and a lot of tables that would change). :steamfacepalm:
⎝⧹Za Furan⧸⎠ Mar 25 @ 3:10pm 
I've read a guy in Reddit saying that mods crashing can be fixed by renaming all the db table names to remove capital letters, but didn't try it yet, I don't even know how to do it.
⎝⧹Za Furan⧸⎠ Mar 25 @ 2:47pm 
I can confirm that this (and other mods) cause a CTD on startup, I've been testing, the only of my mods not causing a CTD on startup is Better Camera Mod at the moment.
Volcano  [author] Mar 25 @ 1:34pm 
OK thanks, I don't know what they did in this new update but apparently it broke a lot of mods. I will look into it when I can.
MadLad Mar 25 @ 12:29pm 
Does this mod still work? I got a ctd with the latest update 6.1.
Volcano  [author] Mar 25 @ 1:01am 
For some reason Steam didn't notify me of that last question. The answer is that I don't really know if it works with SFO or not, best to try it and see, putting this mod on top.
Z-hog Feb 18 @ 1:31am 
Will this work with SFO?
Volcano  [author] Jan 29 @ 1:05am 
@Losenis
So I have been testing the coefficient idea/suggestion out on my end these past weeks, and I think it works well. I just updated the mod to match the coefficient with the max hit chance. Thanks for suggesting it. :steamsunny:
Volcano  [author] Jan 29 @ 12:54am 
@Zigg Price
For some reason it didn't notify me of the comment. Probably too late to be useful but - it sounds like the two mods might conflict, but you never know, try them together and see if you like how it plays.
Zigg Price Jan 11 @ 8:29am 
So this mod mostly just extends battles. I am looking at Brutal Battles 3, which says it makes battles more visceral or take greater losses. WOuld these two mods play nicely together? Or do they accomplish separate goals?
Volcano  [author] Jan 10 @ 12:12am 
Sounds like it might not be, because there are quite a few changes listed there that do not have anything to do with unit size.
Volcano  [author] Jan 9 @ 11:43pm 
Sorry, but I don't make videos - not that I don't want to, its just that I have never done it, so I have no experience with it (don't have video editing software, etc).

If you can't tell a difference in the battle length then there is likely a mod conflicting with it. Try putting this mod on top in the loading order.
Volcano  [author] Jan 9 @ 11:27pm 
No, no videos. Isn't it just easier to try the mod and see how it is?