Total War: PHARAOH

Total War: PHARAOH

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Longer Battles Mod v2.1 (revised)
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标签: mod, battle
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259.471 KB
2023 年 10 月 12 日 下午 3:54
2024 年 7 月 25 日 下午 5:30
18 项改动说明 ( 查看 )

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Longer Battles Mod v2.1 (revised)

描述
This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy, with other adjustments to make the battles feel more epic. Additionally, some minor changes are made to the strategic game to create conditions for more interesting battles. This mod makes changes similar to my Longer Battle Mod created for Troy, Three Kingdoms, Warhammer III, Rome 2, Attila and Shogun 2. It is save game compatible and also works with all DLC.

***The changes are intended to be minimal in nature. No unit values are adjusted!***

Tired of having your entire battle line routed or destroyed before you have a chance to give orders to all your units? Tired of constantly jumping from unit to unit to give orders, making battles feel like they are an exercise to see how fast you can click the mouse? Don't want a mod that changes that much of the original game other than "the math"? Then this mod is for you!

NOTE: The goal of this mod is to also make the battles feel different from Troy, by having different to-hit values from my LBM there, and subtle other differences. Whereas Troy should be brutal combat, Pharaoh is intended to be more about maneuvering and fatigue management. Length of battle is somewhere between the standard Pharaoh and (weighted towards) LBM modded Troy.

NOTE: Keep in mind that higher tier units with tons of buffs/upgrades will quickly destroy lower tier units with no buffs/upgrades, no matter what changes a mod makes. When referring to "longer battles", this is referring to two equally matched armies of equal tiers and buffs. Armies can still totally outclass each other!

This mod...
✅Is save game compatible
✅Works with any campaign or DLC
✅Works in multiplayer campaigns (as long as your friend also has it activated)
✅Can be turned off and on whenever you want (given how Pharaoh doesn't allow you to override the loading of a campaign with different mods, you would load the scenario you want to play, save the turn, then exit and turn off this mod. Then restart and select CONTINUE and it will load your campaign normally).

WHAT IT CHANGES (nothing is copied from other people's mods):

-Base "to hit" percentages have been carefully adjusted to lengthen battles slightly but significantly, to give you more time to react to the action and observe the carnage. This change increases battle length by 150%, average, and as much as 200%, depending on the variables and the situation.

-Carefully adjusted fatigue levels and thresholds to create a more realistic situation and to reward the side that has and intelligently keeps and maintains a reserve, and rotates and rests their forces (rather than flinging them all into the battle line, all the time).

-Significantly adjusted and enhanced fatigue effects so that fatigue plays a serious role in battles. Fatigue will reduce your speed (both movement and charging), attack power, defense, rate of fire and other effects based on how tired your units are. So if you manage to rest your units then you can be far more effective in battle, able to defeat a larger or superior force in some situations. This, along with the changes to the terrain, make the battles more cerebral and more chess like.

-Enhanced range units so that they will lose accuracy based on their fatigue level. This accuracy drops off steeply when the unit is fully exhausted. This loss of accuracy is realistic, as in real life it becomes more difficult to aim the higher the heart rate and respiratory rate. This reduction in accuracy causes units to fire more at a general area of a unit, rather than with extreme precision.

-Adjusted battle terrain and weather effects to be more significant, so that they play more of a role on the battle.

-Improved chariot behavior so that they behave more realistically, while still attempting to retain their real world strengths (mobility) and weaknesses (terrain).

-Made ranged units more realistic by adjusted their accuracy so that they no longer fire at individual soldiers, but instead fire in the area of the target unit. Note that inexperienced ranged units will be inaccurate, and that experience is how you improve their accuracy to the standard game's level of accuracy and above. Also note that the accuracy takes into account various real world factors with the missile weapon to represent its advantages and disadvantages properly. Keep in mind also that missile units are skirmishers - they shouldn't be viewed as the ranged equivalent of melee troops. Missile units should mainly weaken enemy units (hit points), then be used to chase off routed units, or to flank into melee to assist dedicated melee units.
54 条留言
Volcano  [作者] 2024 年 7 月 26 日 上午 5:03 
Thanks, yep, that's the plan - been working on it and it should be available "soon".:steamsunny:
cexyscouse 2024 年 7 月 26 日 上午 4:26 
Hi Volcano, long time subscriber since Rome 2. Will you be porting this across to dynasties?
Best wishes and many thanks to years of great battles!
Volcano  [作者] 2024 年 7 月 25 日 下午 2:58 
Not sure I understand what you are asking there. :steamfacepalm:
Nowsk 2024 年 7 月 23 日 下午 6:03 
@volcano Have some way to make this mod only combat stats change ?
Volcano  [作者] 2024 年 7 月 5 日 上午 2:45 
@xesolor
Sorry for the late reply, Steam stopped notifying me of comments and I have 30+ mods across Total War, so I missed this until now.

Just in case you are still wondering -- what you do is, turn this mod ON, then load the campaign you want to play. Save the turn (or play until it saves if playing Iron Man mode), then close the game. Then turn off this mod, and restart the game but choose CONTINUE. The campaign will load fine and you can resume.

This is an issue in this particular game - there is no actual check-box override, it just simply prevents you from loading the campaign the normal way and I hope they address this. Otherwise you can circumvent this issue as I described here.
xesolor 2024 年 5 月 8 日 上午 10:25 
When you say the mod can be turned on and off at any time, it appears when I turn it off the saves that used it can no longer be loaded, citing the mod as a requirement? Presumably there's no way to remove those saves' dependency on this mod?
Volcano  [作者] 2024 年 5 月 7 日 下午 9:33 
Thanks for the compliment! Glad you like it. :WH3_clasp:
k1N6_mAEkR 2024 年 5 月 7 日 下午 3:24 
I'm just another TW fan who believes that your combat oriented mods are wholesome adding value to gameplay as well as your renown. I thank you 4 that.:warpstone::warpstone::warpstone:
Volcano  [作者] 2024 年 2 月 20 日 下午 9:19 
You are welcome. Enjoy! :steamsunny:
Tater 2024 年 2 月 20 日 下午 6:49 
Volcano, the chariots are working much better - thank you for the time and effort you provided. This mod helps me enjoy the battles that much more!