Total War: PHARAOH

Total War: PHARAOH

Longer Battles Mod v2.1 (revised)
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更新于:2024 年 7 月 25 日 下午 5:30
作者:Volcano

Version 2.1a

☥ Corrected an error in the mod that accidentally included too many entities in a table, possibly causing the modded values of chariots to get overwritten.

更新于:2024 年 3 月 27 日 下午 11:23
作者:Volcano

Version 2.1

☥ Additional improvement to terrain effects for mud (now a melee defense and missile defense penalty that increases
with how heavy the infantry unit class is.
☥ Further improvement to projectiles performance and arrow max angle. Max angle is javelin > arrow > sling.
☥ Various other small improvements.

更新于:2024 年 2 月 29 日 下午 3:43
作者:Volcano

Version 2.0

☥ Revised how ranged weapon accuracy works, now much improved and arrows should no longer be flying wildly in all directions in the sky. Slings are also much more accurate as well.
Keep in mind that there are lots

NOTE: Keep in mind that there are many variables that affect accuracy, and controlling those variables is vital to having effective ranged units. Weather is the most obvious thing that hurts accuracy, so you should fight in the weather that benefits you or that penalizes a ranged-heavy enemy. Next is fatigue - this mod adds a more realistic effect where higher fatigue causes your units to temporarily become less accuracy (like in real life) as heavy breathing affects accuracy, so watch your fatigue and consider resting and conserving ammo. Next is XP level; this mod adds an effect where accuracy is slightly increased for every XP rank gained by the unit, so units have the worst accuracy as no-XP raw recruits. And finally, the tier level of the unit and the type of weapon also affects accuracy. Lower tier units have poorer quality weapons and so, are less accuracy that higher tier units. Additionally weapon types have different accuracy, for example the standard primitive bow is less accurate than the composite bow units.

更新于:2024 年 2 月 20 日 下午 5:09
作者:Volcano

Version 1.9

-Heavily revised chariots. After further resting, something is definitely screwed up with chariots now, so I spent some hours and eventually decided on doubling the mass for heavy and medium chariots, and slightly increasing mass but significantly increasing speed for light chariots. Also increased the turn rate for all chariots as well. Now that heavy chariots are far more effective, their fatigue accumulation rate has been increased (so you will have to balance between over using them, and resting them).

NOTE:

This revision of chariots makes sense given that this period of history was the height of the chariot (it was all downhill from here). The chariots are now strong and effective, but still have serious real world weaknesses modeled in this mod, with their fatigue accumulation, and their increased vulnerability and greatly decreased speed in difficult terrain. You may charge with the chariots now, but you will still end up getting them killed if if you leave them in melee for too long, or charge into a mass of units while the chariots are exhausted. Also keep in mind that light chariot units are skirmisher units, not tanks, use them to harass the enemy, charge foot skirmishers, and chase off routed units. Only out of desperation should be use light chariots to assault and melee the front line.

更新于:2024 年 2 月 20 日 下午 1:05
作者:Volcano

Version 1.8b

-Added back the chariot "Soft Collision Offset Z" from 0 back to 0.4, like they used to have. This value is what would push to the side entities that it collided with. CA removed that (it was present all the way back since Troy), and it seems this has messed up chariot behavior, causing them to get stuck in units like flies on fly paper. The chariots need to push entities to the side, so they have enough room and momentum to push through. My guess is that people complained this didn't look right visually, and internally they may have forgotten why the Z offset was added in the first place.

I could be wrong about all this, but this should help chariots in the mean time, returning them back to more of how they behaved when I first made this mod. After this, when I have more time to devote playing Pharaoh again, I will look into whether any further changes are needed to chariot mass and/or speeds, but for now, with the Z offset returned, it should be more in line with the mod's original behavior.

更新于:2024 年 1 月 25 日 下午 4:02
作者:Volcano

Version 1.8a

-Incorporated the new change by patch 1.1 to improve chariot behavior in regards to collisions.

NOTE TO SELF:
All relevant data in this mod was verified to be consistent with my Pharaoh Revised mod's battle data (battle improvements that were prototyped and tested in that mod were carried over to this mod).

更新于:2024 年 1 月 25 日 下午 3:47
作者:Volcano

Sync update

更新于:2023 年 10 月 28 日 上午 5:11
作者:Volcano

Version 1.8
-Adjusted the battle weather type data so that the double-conflicting range and accuracy reductions are no longer present - leaving it to be handled in the phase stat effect data. In other words, the range of missile weapons will now be significantly longer than before, because it isn't getting reduced twice by the weather.
NOTE: Keep in mind that this mod does not increase the range of missile weapons, it only removes the redundant penalties to range from weather.

更新于:2023 年 10 月 28 日 上午 5:07
作者:Volcano

Version 1.7
-Carried over several further improvements to battle from my Pharaoh Revised Mod (PRM), a campaign fine tuning mod to be more challenging. This includes better more realistic projectiles behavior, better weather effects, and adjustments to human bounding box size to be 1.5x larger, to keep them from bunching up so much.
-Adjusted the base and maximum to-hit values slightly (by 1 or 2%) to be consistent with improvements from PRM.

更新于:2023 年 10 月 17 日 上午 3:38

Version 1.6

-Corrected a problem that caused ranged units to have shorter range than intended.