Total War: PHARAOH

Total War: PHARAOH

Longer Battles Mod v2.1 (revised)
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!
Volcano  [作者] 2024 年 2 月 20 日 下午 5:15 
OK, I spent some hours and heavily reworked chariots now. I think everyone will like them - they are effective, but still retain their real-world flaws, weaknesses and vulnerabilities. See the change notes for more info.
Volcano  [作者] 2024 年 2 月 13 日 下午 7:41 
OK fair enough. Keep in mind I was responding from the perspective of what I originally created in the mod - so I had to be skeptical. But it seems obvious now that something has changed.
Ligma Bababooey 2024 年 2 月 13 日 下午 12:31 
yeah like I said before, even top tier heavy chariots can get stuck on the weakest non spearman units
Tater 2024 年 2 月 13 日 上午 3:23 
Awesome! Thanks, Volcano.
Volcano  [作者] 2024 年 2 月 13 日 上午 1:10 
OK, I will take a look when I can. They must of done something to chariots recently, because I don't recall them getting stuck inside of formations like they seem to do now (I just tested it). So I do recognize that something has changed that does not fit my initial observations. This might have something to do with the Z off-set from impacts that they have now removed, probably because people cried that it didn't look "realistic". This is probably what is now causing them to behave ineffectively; it used to be that the chariot would push units to the side but now they run smack into a unit and get stuck like flypaper.

I am currently modding another game, but when I return I will experiment with adding the Z-offset collision effect back first before increasing speed/mass. Either way, I will figure something out...
Tater 2024 年 2 月 13 日 上午 12:37 
After playing this mod (and a few other battle overhauls), I do agree that chariots need to be looked at. I think the simple ideas you mentioned would be a good starting point (light chariots = more speed, heavy chariots = more mass).
Volcano  [作者] 2024 年 2 月 1 日 上午 2:10 
Well, I fundamentally disagree that any weakest 2 light infantry units are better than a light chariot unit. This isn't about having a full army of light chariots being superior to an army of light infantry units -- it is not a 1 to 1 comparison. Chariots need to be a tool in the box, used for their high mobility, and utilized in specific situations. It really also depends on the light infantry unit, but overall, the chariot can hit and run, can charge, is hard to hit. It isn't so black and white as you make it seem. It is also hard to kill them, because they escape very easily, while light infantry cannot escape from harassing chariots.

I just don't agree with the fundamental premise. But like I said, I am NOT against some adjustments here, though. Faster speed for light chariots? Perhaps. More mass for heavy chariots? Probably. But beyond that, I do not see them as useless. I see them as expensive specialized units that must also have weaknesses.
Ligma Bababooey 2024 年 2 月 1 日 上午 1:59 
yep I use light chariots as skirmishers and not mele units, and still for the price their performance is poor compared to even weakest missile units, as a missile harassment/flanking units I just use 2 light infantry = way cheaper way more effective.
my proposition would be to slightly buff speed, collision and missile damage for light and mass, collision and speed for heavy so the one huge chariot that looks like it's weight 400kg is not stopped by one pajama wearing skinny dude with a wooden club
and I know chariots were losing in popularity but still this is a game and having VERY expensive flavor units that almos bug out on any object is not very practical
Volcano  [作者] 2024 年 2 月 1 日 上午 12:22 
...
Still, I will take a look at boosting their effectiveness, at least for heavy chariots. For light chariots, I am not sure if we are using them in the same way. I use them quite a lot in my campaign, and they are effective, as long as I choose my targets carefully. You should NOT be able to just run over the enemy with light chariots, that makes no sense. They are skirmisher units that chase down routed units, and charge other skirmisher units. That was the extent of their historical usage. Heavy chariots are another matter, and like I said, I will look into those. But otherwise, if you are not satisfied with the design philosophy here, just use this mod and load one of those chariot mods above this one.
Volcano  [作者] 2024 年 2 月 1 日 上午 12:22 
Sure, I'll take a look at it, but the goal of the chariots here is to not be tanks. The advantage more to do with speed and fatigue. There was a reason why chariots become obsolete very quickly after this time period, so I am trying to find a balance here between their weaknesses, and strengths. That is not to say it is perfect though, just that they will never be like those other mods.

...
Ligma Bababooey 2024 年 2 月 1 日 上午 12:15 
also considering how chariots are easy to delt with in this mod I dont feel need to use spear too often, liek for example in a warcry mod chariots are so terrifying i hug at minimum 4 spear units in every army xD :D
Ligma Bababooey 2024 年 1 月 31 日 下午 11:08 
I tested them all very extensively they are not cost effective at all, heavy and light, for example royal hittite chariot ( cost 1750 ) + perfect ground with no debuffs was stopped with absolute ez by one of the weakest units Kaskian Clubmen ( cost 440 ), and that heavy chariot speed supposedly is 92 which is very hard for me to belive, same goes for any light missile chariots compared to any weak missile unit, for the money, gold and bronze they cost there is completley no reason to use them, ur mod is amazing in case of ground battles, it's best imo but in case of chariost I find them even worse than in vanilla they stuck SO MUCH on the wekaset mob there is something up with mass/collision for reference I would recommend checking mods like: "Slaughter in the Sands - A Battle Overhaul" or "No More S**t Chariots" or just chekcing out of curosity any chariot mod.
Volcano  [作者] 2024 年 1 月 31 日 下午 2:14 
Depends on what chariots you are talking about. Skirmish chariots are not tanks, and are for hit and run. They require resting, to get the most out of the charge, and terrain plays a huge role. But either way, they are not really for melee, more for missile attacks. I am happy with how they perform. Heavy chariots should be tanks, but again, pay attention to the terrain they are being used in, and how much fatigue they have. They have to suffer from their real work weaknesses, otherwise they are just too OP.

That said, I admit that I have primarily been using light/skirmisher chariots (as Tausret), which I am satisfied play correctly if you take into account their intentionally modeled weaknesses here, and only used some heavy chariots in skirmish battles. Once I use the heavy chariots more, I will know if they need adjustments -- however I did set them in Troy, so they shouldn't be far off either.
Ligma Bababooey 2024 年 1 月 31 日 上午 7:49 
also would there be a chance of buffing chariots a bit at least ? they still feel like a wet fart and I find them completely useless for their price
Volcano  [作者] 2024 年 1 月 29 日 下午 12:26 
It should be, don't see why it wouldn't at least.
Ligma Bababooey 2024 年 1 月 28 日 下午 7:35 
I wonder if it's compatible with Hecleas Animation Overhaul ? love that animation mod
Volcano  [作者] 2024 年 1 月 27 日 下午 4:25 
@Nicolas
No, this mod does not remove those AI bonuses for difficulty levels.
Nicolas 2024 年 1 月 27 日 上午 8:42 
Does your mod remove the AI ​​bonuses for battles depending on the difficulty level?
Volcano  [作者] 2024 年 1 月 25 日 下午 3:40 
Yes, it should be compatible with any new-unit mods, or any units added officially in a DLC or patch.
Maff 2024 年 1 月 25 日 上午 8:13 
Do you know if this is compatible with the new units by default? I know you said it's compatible with any campaign or DLC - just thought it was worth double checking since it's been several months since then.
CezuSan 2023 年 11 月 24 日 下午 12:12 
Does anyone dare to make a mod that somehow decreases siege battles and increases open field battles, as they have done for TW Warhammer 2 and 3? Thanks.
Hawk™☆KevRockZ☆ 2023 年 10 月 28 日 下午 2:59 
Ok mate, thank you so much for this. :)
Volcano  [作者] 2023 年 10 月 28 日 上午 5:19 
OK done, should be improved in v1.8 mod update.
Volcano  [作者] 2023 年 10 月 28 日 上午 4:50 
@Hawk™☆KevRockZ☆
I figured out how to do this in my Pharaoh Revised Mod, along with many other (IMO) improvements to the campaign, but obviously that mod isn't to everyone's tastes. I will see about carry over some of the improvements to this one soon.
Hawk™☆KevRockZ☆ 2023 年 10 月 22 日 上午 4:47 
Ok mate thx. :)
Volcano  [作者] 2023 年 10 月 22 日 上午 4:41 
Ah, I see what you mean - just wanted to be sure. I will see what I can do about that in the long term.
Hawk™☆KevRockZ☆ 2023 年 10 月 22 日 上午 4:30 
Like when they are fighting, so there is more room for every soldier and they are not pressed at eachother. :D
Volcano  [作者] 2023 年 10 月 22 日 上午 3:04 
Thanks! When you say "entity radius", just to make sure we are talking about the same thing, can you give an example?
Hawk™☆KevRockZ☆ 2023 年 10 月 21 日 下午 6:50 
Love the mod like i said mate. But do you think you could do something about the entity radius?So the units stand a bit more appart in melee? :)
Volcano  [作者] 2023 年 10 月 17 日 上午 3:41 
@gRandaL
OK, try the updated mod just now. It should hopefully fix the problem (it seems I may have found a bug in the game - oh well, I can avoid it easy enough).
Volcano  [作者] 2023 年 10 月 17 日 上午 3:35 
OK thanks for the info. I have an idea of what it is and will fix it ASAP. :steamthumbsup:
gRandaL 2023 年 10 月 17 日 上午 3:26 
Yup, I'm already test every mod that I'm using right now, and this promising and interesting mod cause that range problem.
Volcano  [作者] 2023 年 10 月 17 日 上午 3:23 
Did it? That is odd, OK I will look into it. :steamfacepalm:
gRandaL 2023 年 10 月 17 日 上午 3:17 
Sir, your mod cause the archer and javelin range become shorter range. Its make the range unit useless somehow :steamsad:
Volcano  [作者] 2023 年 10 月 16 日 下午 12:45 
Thanks. I haven't adjusted the armor degradation mechanic because I am not quite sure how it works yet (being a new feature, I don't feel like I have seen it in action enough yet). If anyone has any suggestions, let me know.
Maff 2023 年 10 月 16 日 上午 7:58 
Very happy to see you release a battle mod for Pharaoh.

Out of curiosity, did you edit the armour degradation mechanic at all?
Volcano  [作者] 2023 年 10 月 14 日 下午 11:06 
Yeah, very tricky. We must also keep in mind that most of the chariots are light type, which are really intended for running over and attacking light troops (like archers and slingers) in the rear, but then there are the medium and heavy chariots for the front line use. So, within that classes they have to be useful for a particular role, which is the tricky part while not having them be so powerful that they cannot be dealt with. Their vulnerability has to be in fatigue, sluggishness, and terrain.

But I will see what I can do there to try to model those strengths and weaknesses.

Happy gaming. :WH3_clasp:
Fotia 2023 年 10 月 14 日 下午 10:55 
Got it! Excited to see how stuff develops as you work on this! I imagine it must be really hard to hit that nice balancing spot.
Volcano  [作者] 2023 年 10 月 14 日 下午 10:17 
@Fotia
I am still working on the chariots, but I haven't actually done much to them. I worked on the Chariots quite a bit in Troy, and might carry some of that work over, but right now they are basically the same, but fatigue accumulation is adjusted equally across all units.

I might start to work with mass, but definitely also the terrain penalties (to make them more meaningful), so its a trade off between making them strong but also keeping them as a force that isn't too OP compared to everything else. Let's see.
Volcano  [作者] 2023 年 10 月 14 日 下午 10:06 
Thanks! Have fun. :steamsunny: