Total War: PHARAOH

Total War: PHARAOH

35 个评价
No More Shit Chariots (Updated)
2
   
奖励
收藏
已收藏
取消收藏
标签: mod, units
文件大小
发表于
更新日期
1.254 MB
2023 年 10 月 12 日 上午 3:17
2024 年 3 月 1 日 上午 9:25
5 项改动说明 ( 查看 )

订阅以下载
No More Shit Chariots (Updated)

描述
Updated for 1.2.0

weight x1.5 --> x1.2 --> x1.5

HP x1.5 --> x1.2 --> x1.5

ranged damage x1.5 --> x1.2 --> x1.5

charge bonus x1.5

moral x1.5

fatigue x0.5

ox chariot

run speed 6->8

charge speed 7->9

(Why do they keep nerfing chariots?)
13 条留言
Shkiper 2024 年 7 月 26 日 上午 1:03 
When it will be for Dynasties?
Basileus_PL 2023 年 10 月 25 日 下午 12:40 
@Scholae - your mod is brilliant, before CA will buff chariots and fix their pathfinding - every Pharaoh player should install your mod, especially if we are playing Hittites who were masters of chariot warfare. Thank you!
Al Capone 2023 年 10 月 25 日 上午 8:08 
Man i love this mod! Not least for the photo of a Goat Chariot!
DoktorGonzoPL 2023 年 10 月 20 日 上午 8:32 
@soulmind I do agree that chariots could be slightly faster
@Hexagoros Chariots may faster than anything, but they feel really slow
Hexagoros 2023 年 10 月 18 日 上午 10:29 
@soulmind Increasing speed won't help, because they are already more than fast enough - they are much faster than anything else on the battlefield.

The issue is the game-engine. Chariots get stuck on positively everything, lose their pathfinding, or simply get 'confused,' and there really isn't much (anything) modders can do about that. Increasing speed would only make chariots 'even faster' in the moments where they 'do' work.

I think the current line of buffs works just fine, it gives you enough 'error room' to cover for chariots' jankyness without making them invincible cheat units.
Ragnarjan 2023 年 10 月 14 日 下午 11:44 
Will this work in an existing campaign?
JonnycXD 2023 年 10 月 13 日 下午 2:26 
I think reducing the number of models but buffing them even more significantly would help, they still get stuck and it's hard to manoeuvre so many at a time
sigmars_disciple 2023 年 10 月 12 日 下午 9:27 
With your tweaks, they make lots of damage but still feel more like a sluggish, heavy Kislev sled to me. If this was my mod, I'd probably tune back the ranged damage, maybe HP from 50% to 35% and would try smth like 25%-35% speed increase.... Get them to feel more like horses are involved.

But I just played a bit and am by no means a chariot expert. Anyway, my 5 cents. Thanks for the mod! <3
sigmars_disciple 2023 年 10 月 12 日 下午 9:27 
I ran it in my game just now (without having tried the original balancing) and they were very strong but def far from unbeatable. The mass helps them to get out of sticky situations, and follow where you click better if there are obstacles in the way ;)

It's definitely viable if you want chariots to be really strong in your campaign, maybe slightly overtuned in terms of HP. An AI player who likes chariots will be MUCH more dangerous.

However, I felt the lack of speed / charge was the biggest issue I still saw.... Barely any accaleration, no charge to speak of (still), even fresh and downhill was barely faster.
Hexagoros 2023 年 10 月 12 日 上午 11:29 
@soulmindproductions I would say it's a matter of how janky chariots are. Chariots, especially Light Chariots, often just refuse to do what they are told. My archer chariots get WAY too close when I ask them to target a specific unit, and then when I order any chariot to charge in, I have to rapdi-fire click to get them out.

This mod, I feel, is necessary padding given how chariots often just refuse to follow orders.