Total War: PHARAOH

Total War: PHARAOH

Pharaoh Revised Mod v4.4a
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更新于:2024 年 3 月 4 日 下午 6:44
作者:Volcano

Premature upload, see above.

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

Sync update

更新于:2024 年 2 月 23 日 上午 2:24
作者:Volcano

Version 3.9

-Made several improvements to the Hittite factions regarding technology and court actions.

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

Version 3.8

-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 3.7b

-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.

(see Version 3.6a below where the chariots got changed, previously)

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 2 月 8 日 上午 1:32
作者:Volcano

Version 3.7a

-Corrected the intended research cost of the first civic decree for the Hittites (so you can gain it on turn 1 even with low research rate Campaign Customization settings).

更新于:2024 年 2 月 7 日 下午 11:04
作者:Volcano

Version 3.7

-Added some special food bonuses for various technologies of the Sea Peoples and the Hittites, to make it more practical to support their starting forces (when the suggested Campaign Customization settings are used -- otherwise it could end up being too easy).

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

Version 3.6a

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

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

Sync update

更新于:2023 年 11 月 13 日 上午 6:34
作者:Volcano

Version 3.6

☥ Improved the Legitimacy scale's lower bounds so that now at the lowest level the Legitimacy Battle Decay rate for Egyptian and Hittite factions will be -1 increased. This works much better (the other method didn't work at all), and arguably the static -1 decay rate was too low anyway, especially after all the battles that will be fought over time. With this change, Egyptian and Hittite factions will loose their Battle Legitimacy points faster for each province that is at the lowest level of Influence, stopping when all Battle Legitimacy points are lost, rather than continuing to subtract Legitimacy points. This puts a better "negative force" on Legitimacy on the relevant factions, and makes the usually very large Battle Legitimacy pool harder to hold on to (all glory is fleeting).
☥ Also added a cumulative happiness decrease at the lower Legitimacy levels. This decrease is not extreme, but is just enough to cause problem (between -3 and -5 total).
☥ Various other small adjustments to minor effects.