Total War: PHARAOH

Total War: PHARAOH

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Kelly Combat Overhaul
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标签: mod, battle
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13.467 MB
2024 年 2 月 9 日 上午 4:40
2024 年 6 月 25 日 下午 9:07
26 项改动说明 ( 查看 )

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Kelly Combat Overhaul

描述
This mod is an overhaul of the combat mechanics aiming to provide more engaging battles focused on tactical maneuvers instead of watching HP bars and min-maxing. With distinct and viable play styles where all unit types play an important role in both campaign and competitive Multiplayer.

Battle length is dynamic with prolonged head to head infantry engagements, allowing more strategic depth, while avoiding the slow grind of vanilla with more satisfying flanking and missile units.

Re-worked Mechanics:
  • Fatigue
  • Morale
  • Combat rules (kv_rules)
  • Armor degradation
  • Battle entities (HP, Mass, Speed, etc)
  • Unit abilities
  • Terrain effects
  • Weapons
  • Projectiles
  • Armour
  • Unit attributes
  • Unit Spacing

Notable Changes
  • HP reduced from ~150+ per entity to 50-60 per entity
  • Melee weapons are re-worked to be more balanced (no major bias towards certain weapons)
  • Armour degradation is uniform and no longer acts as an extra HP pool
  • Mass adjustments for more nuanced chariot-infantry engagements
  • Major rework for chariots and collision damage calculations
  • Missiles reworked to play a pivotal role in battles
  • Morale reworked to be more refined and correlate with battle maneuvers (flanks can rout units and chain rout is possible)
  • Balanced abilities and attributes to be more grounded
  • Scaled all unit models up by 15% for better visibility (same number of soldiers - just larger soldiers) similar to R2
  • Many, many more.

Feedback is welcome, I will continue to update with further tweaks and refinements.

Special thanks to: Reptilicus, Baba Yaga, Eruner, Galvanized Raptor, Benjin and Fazzorretto for testing and feedback
热门讨论 查看全部(2)
0
2024 年 3 月 22 日 下午 1:36
Looking for MP?
Kelly Bomaye
0
2024 年 3 月 22 日 下午 1:31
Feedback & Suggestions.
Kelly Bomaye
38 条留言
Duckelz 2024 年 5 月 27 日 上午 12:51 
oh, yeah thats valid
Kelly Bomaye  [作者] 2024 年 5 月 26 日 下午 9:50 
@duckelz; By ridiculous I meant the ability to arch slings at a very steep angle against short range targets the way bows do here. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3184074298

Slings in Pharaoh have the ability to arch shots in the same manner as the bows in that clip. I changed that to a lower arc similar to older titles.
Duckelz 2024 年 5 月 26 日 下午 2:48 
just to comment, arching a sling rock isn't ridiculous. it's not difficult and anybody could do it with a bit of sling practice. slings could be fired at pretty surprising ranges.
https://youtu.be/uwBVH2bS8A8?si=FoHHQV3IlG5VUK3T for proof
Kelly Bomaye  [作者] 2024 年 5 月 10 日 上午 9:43 
@Benjamin Franklin; The projectile ranges have been reduced across the board as the values in vanilla are quite high, mostly due to the need for more shots to kill an entity. If I were to maintain the same range in this mod, they would be far too lethal.

The range does vary between bow classes, albeit to a lesser degree.. The Egyptian lower tier archers have more range than those of Anatolia and Canaanite which may be why it seems their range difference with the nubians is small.
Edward 2024 年 5 月 10 日 上午 5:36 
I meant the actual range of bows seems to be all shorter? The longbows don't seem to actually shoot further than regular bowmen now?
Kelly Bomaye  [作者] 2024 年 5 月 10 日 上午 12:55 
@Benjamin Franklin; Are you referring to the missile trajectories? I gave slings a low trajectory which is more realistic. In Vanilla they can arc shots like bows which is ridiculous.
Edward 2024 年 5 月 9 日 上午 7:34 
Did you flatten the range of most of the units?
Ligon Flarius 2024 年 5 月 7 日 下午 11:34 
I see. It could be an interesting try, your mod. I spoke about longer battles in TW games in general. But only after trying it out can I judge your mod in particular. In any case, contrarz for trying to make this game better
Kelly Bomaye  [作者] 2024 年 5 月 7 日 下午 11:00 
@Ligon Flarius; I balanced this for multiplayer. The length of battles is highly variable depending on the circumstances. Infantry engagements without flanking or missile fire will be prolonged, but flanking maneuvers/missiles offer the potential to end battles quickly. It really depends on the type of player.
Ligon Flarius 2024 年 5 月 7 日 下午 10:23 
prolonged battles, in any TW game, make it more arcady and forgiving, NOT more strategic. What the author said could be true if he were talking about PVP battles. then I'd agree. But in PVE, SHORTER battles will force the player to make hard decisions. longer battles will only ensure the player wins with absolute certainty.

The reason TROY has at least a bit of fun in the combats is because battles are relatively short and dynamic. Every mod of any TW game that prolongs battles will take away the challenge