全面战争:战锤3

全面战争:战锤3

Longer Battles Mod
407 条留言
Volcano  [作者] 12 月 8 日 下午 12:37 
I sounds like it should work, but I guess you will never know unless you try it together and see. I would put this mod below that one in the loading order to be sure.
sarumanthecursed 12 月 8 日 上午 7:57 
Would this be compatible with x2 unit sizes?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3247567570

It edits some abilities in regards to number of kills needed
Volcano  [作者] 12 月 8 日 上午 1:49 
Thanks, glad you like it. :steamsunny:
InfoManiac 12 月 7 日 下午 10:16 
ur the goat!
Volcano  [作者] 12 月 5 日 上午 3:19 
@aramis_55
As I mentioned in my previous response, Steam didn't notify me of your comment so I missed it. The answer might be too old now, but in case it isn't:
Nothing in this mod should be altering things to the degree that AR results are way off, especially not on specific difficulty levels.

But then you can also use my AR mod here also which may or may not improve your personal experience (it is entirely subjective):
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2859831333
Volcano  [作者] 12 月 5 日 上午 3:12 
@Mr. PyroCrab
A little late reply here (Steam didn't notify me of the last two comments for some reason).
Answer: Yes, it will work with all mods that add or mod units.
Mr. PyroCrab 11 月 29 日 上午 2:30 
If this tweaks base stats, does that make it compatible with modded units?
aramis_55 11 月 20 日 上午 2:17 
Something wrong with the auto resolve.Gettign insane good results on vh battle difficulty
Buffalo 11 月 17 日 上午 6:31 
perfect :steamthumbsup:
Volcano  [作者] 11 月 16 日 下午 3:22 
Healing had to change to account for the longer battles - at least in the sense that the HP restored over time as adjusted to be the same rate as the longer battle's duration.
Buffalo 11 月 15 日 下午 1:59 
@Volcano did you nerf healing effect also in this mod?
ReCore 10 月 13 日 下午 8:41 
Thanks! I guess its another mod that conflict...
Volcano  [作者] 10 月 13 日 下午 1:34 
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 10 月 11 日 上午 8:10 
May you Tell me the stats of your Mod. I have a Feeling that the Mod isnt working...
Volcano  [作者] 10 月 11 日 上午 3:05 
All of those were changed.
ReCore 10 月 11 日 上午 1:25 
Hi Volcano. Which unit stats did you change?
I still have the:
Base: 35%
Min: 8%
Max: 90%
Thank you.
非N个 9 月 12 日 上午 5:04 
good:steamthumbsup::steamthumbsup::steamthumbsup:
Volcano  [作者] 9 月 12 日 上午 4:30 
The base to hit probability deals with melee only. In other words, it doesn't change missile unit hit %.
非N个 9 月 12 日 上午 4:21 
If the base "to hit" percentages decreases, does the ammunition capacity also increase?
Volcano  [作者] 9 月 12 日 上午 12:12 
No problem, have fun. :steamsunny:
DavyJonesHisSon 9 月 11 日 下午 11:59 
amazing thank you good sir !
Volcano  [作者] 9 月 11 日 下午 11:54 
Yes indeed, it is designed to be compatible with any/all unit mods. :steamthumbsup:
DavyJonesHisSon 9 月 11 日 下午 11:42 
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  [作者] 8 月 26 日 上午 2:32 
Glad you like it, have fun! :WH3_clasp:
Green 8 月 24 日 上午 10:12 
Thank you very, very, very much. It's so perfect with a Realistic Accuracy Mod.
Volcano  [作者] 8 月 20 日 上午 2:15 
Sounds like it should be.
rockyalthor 8 月 20 日 上午 1:02 
Compatible with Custom Matched Combat Animations ?
Gordawn 7 月 28 日 下午 6:59 
thank you
niardra 7 月 27 日 下午 10:08 
This mod really improves the feels of battles, would like to request the delayed reinforcements be a setting.
Volcano  [作者] 7 月 14 日 下午 12:39 
Yes, affects Lords and Heroes.
KidouKenshi22 7 月 12 日 上午 5:17 
also for lord/ hero?
Volcano  [作者] 7 月 11 日 下午 1:59 
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 7 月 11 日 上午 1:24 
Hi, does anyone know if this mod is compatibile with brutal battles 3?
Volcano  [作者] 6 月 30 日 下午 11:19 
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 6 月 30 日 下午 2:18 
would this mod be compatible ?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3428755738&searchtext=ai+coordinated

you both make changes to battle ai movements
sarumanthecursed 6 月 29 日 下午 4:18 
Ai seems to siege settlements they can easily take instantly with this enabled
Volcano  [作者] 6 月 21 日 下午 3:09 
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 6 月 21 日 上午 8:02 
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  [作者] 6 月 9 日 下午 12:43 
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 6 月 7 日 下午 5:58 
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  [作者] 6 月 6 日 上午 1:15 
No, sorry, no other version of this mod other than the "longer" version.
5ALV8T10N 6 月 5 日 上午 9:10 
Is there a version of this mod but without decreasing recharge rate of magic and without 2x hp for gates?
Volcano  [作者] 5 月 22 日 下午 7:44 
@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 5 月 22 日 下午 7:24 
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 5 月 22 日 上午 9:03 
Does anyone else get a big stutter after every battle with this on?
Volcano  [作者] 5 月 5 日 下午 2:14 
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 5 月 4 日 下午 4:07 
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  [作者] 4 月 28 日 下午 12:18 
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2859831333
MJD 4 月 26 日 下午 11:08 
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 4 月 21 日 下午 3:16 
I see, no problemo! :lunar2020contentgoat: