Total War: PHARAOH

Total War: PHARAOH

Pharaoh Revised Mod v4.4a
正在显示第 1 - 10 项,共 50 项条目
< 1  2  3  4  5 >
更新于:2024 年 7 月 25 日 下午 5:30
作者:Volcano

Version 4.4b

☥ 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 7 月 10 日 下午 3:19
作者:Volcano

Version 4.4a

☥ Small update to make Fog weather conditions more severe on visibility reduction (visibility is so extreme distance in TW that it has to be reduced bug a huge amount in order to reduce it enough to have a significant impact on the battle - otherwise, there is little point of having fog conditions in the first place).

更新于:2024 年 4 月 4 日 下午 3:54
作者:Volcano

Version 4.4

☥ Increased the interval between Sea People's raids by another 10% in turns.
☥ Added an effect for choosing "Kill them all" post battle option, where enemy armies that fight that army (or settlement) again will have -10 to their Morale for 2 turns. This was done to make that choice as attractive as the other two post battle choices.
☥ Small adjustments to weather effects.
☥ Increased the cool down timer of the "threaten" due to the longer lengths of battles and also because Pharaoh Revised makes this ability more useful (-15 Morale to enemy unit instead of -10 Morale).
☥ Further improvements to ranged weapon accuracy.

更新于:2024 年 3 月 27 日 下午 11:21
作者:Volcano

Version 4.3

☥ 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.
☥ Added a +10% boost to army movement when captives are killed after battle (to help further make that choice attractive with the morale buff).
☥ Various other small improvements.

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

Version 4.2

☥ 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.

☥ Because of the increase in base accuracy of ranged units, adjusted the mod's previously severe accuracy penalties for weather to be lower now.
☥ Slightly lowered the accuracy boost from XP gain that this mod added previously, again because the base accuracy level of ranged units is now increased to a more realistic no-XP training (recuit) level.
☥ Made several more improvements to uncommon ancillary item effects, especially those gained by the Hittites through the High Judge court actions (to provide a higher dilemma to some choices).

更新于:2024 年 3 月 5 日 下午 1:29
作者:Volcano

Version 4.1

☥ Corrected an error that previously caused all technology improvements made in this mod to be overwritten.
☥ Further adjusted the Legitimacy income for good/bad governance.

更新于:2024 年 3 月 4 日 下午 9:29
作者:Volcano

Additional correction to Legitimacy variables in 4.0 (see below).

更新于:2024 年 3 月 4 日 下午 9:01
作者:Volcano

Version 4.0

☥ Reworked/revised the Legitimacy component in regards to governance of provinces. In the standard game, there is no penalty or reward for governance of provinces, and I felt like good governance should be rewarded, while bad governance should be severely punished (good and bad governance having to do with happiness and influence). I wasn't quite satisfied with my previous modifications in this area, and so it was revised and improved here. The idea here is that governing your provinces should require careful and deliberate thought, and failing to do so will result in a collapse in your legitimacy, and someone else becoming Pharaoh/King.

Now when Influence is high, you get a small, but stead income of Legitimacy Points (+0.2). Since Pharaoh rounds up, for every three good governed provinces (max Influence) then you will gain +1 Legitimacy income per turn.

Now when influence is low, you get slowly punished, then severely punished as Influence drops. When a province's Influence is at 60-80%, there is no penalty, Legitimacy is neither gaining or dropping. At 40-60%, Influence will be -0.4 (cancels out two good governed provinces); at 20-40% it is -0.8; and at 0-20% it is a severe -1.6. This means that a terrible no-influence province will cancel out 8 good governed provinces. However, this ratio is more to place a greater negative mechanisms on the Legitimacy income, making no-legitimacy provinces catastrophic to your rule.

TIP:
You are advised NOT to expand your domain too fast, because accumulating many provinces with bad governance (low happiness/influence) will cause your Legitimacy to collapse. The great thing about this modded mechanic is that it might now cause you to trade away regions more often, and also you may be further inclined to sack or raze a settlement instead of adding it to your over extended rule. This then requires CAREFUL thought as to how to expand, and you should prioritize getting your Influence and Happiness under control above building other improvements -- which is another good thing about this change (because happiness and influence tend to be minor concerns apart from rebellions in the standard game). The key to good governance however is to start with Happiness. If Happiness collapses, then so too does Influence, as these are tightly interconnected in Pharaoh Revised. You should also being doing more Discredit court actions, to steal away 3 Legitimacy every year from your competitors -- court actions being made even more important now.

☥ Improved the base accuracy (from what it was before in this mod) for Slings and Arrows.

☥ Improved the fog weather effect.

☥ Adjusted the Sea People's (AI) and Nomads buffs when in crisis and collapse situations. Now they make more sense -- the Sea Peoples get an all-around buff, while the Nomads primarily get attack and charge buffs.

更新于:2024 年 3 月 4 日 下午 8:52
作者:Volcano

Premature upload, see above.

更新于:2024 年 3 月 4 日 下午 8:23
作者:Volcano

Premature upload, see above.