Total War: PHARAOH

Total War: PHARAOH

Reworked Unit Economy
27 条留言
Neylıs 3 月 6 日 下午 8:42 
thx bro
kam2150  [作者] 2024 年 7 月 26 日 上午 5:17 
Mod ported to Dynasties.
kam2150  [作者] 2024 年 7 月 26 日 上午 12:13 
Yes, probably later today.
[OMJ] Guiflick 2024 年 7 月 25 日 下午 10:54 
Hey Kam do you plan to update this to work in Dynasties?
kam2150  [作者] 2024 年 5 月 17 日 上午 7:20 
Not sure what is the setup in Pharaoh but it starting garrisons are still tied to startpos file, even if I would lower amount of these units per building, all starting ones would remain the same.

And I am not touching startpos files :D

But still, I only mod stuff that I would use myself due to my principle that modding has to be fun for me in the first place.

Side not, I wish CA allowed for option to have more than 20 units, rather than less than 20 units. In Rome 2 A LOT of people are playing with 30-40 units per army as it makes BAI much better. I myself don't want to play with less than 20.
sigmars_disciple 2024 年 5 月 17 日 上午 6:59 
I mean your question is friendly and valid I guess, kam2150 does indeed some quite productive, but why would he be interested in making, testing and then forever maintaining such a mod? I would also assume he might favor a totally different approach than yours to play with a less units (I believe you're saying you're using a mod that will limit the # of units per army to 10 but I'm guessing...) while I think most players would probably favor ANY other approach that will not throw balance out of wack completely (only to then fix some new issues, starting w/ garrisons)....

So if you want to reduce the # animated unit models on the battlefield, using the game's preferences to set unit sizes across the board to "small" instesd should bring superior results, pretty much in any area. Just as an idea, hope I could make some sense <3
sigmars_disciple 2024 年 5 月 17 日 上午 6:59 
Hey @Benjamin, that sounds like the perfect, relatively (!) simple mod with a relatively narrow use case (meaning will be relevant for a small # of users) that makes it absolutely perfect as your first own mod tryout using RFPM.... ;)
Edward 2024 年 5 月 11 日 上午 4:35 
I'm really enjoying this game with smaller army sizes (10), but by that same token, the garrisons are massive in comparison. Would you consider making a mod to make the garrisons smaller?
Maff 2024 年 1 月 26 日 下午 4:42 
Yeah, makes sense. Thanks for replying.
kam2150  [作者] 2024 年 1 月 26 日 上午 9:06 
Yes, I want to play around with new patch a bit more first. For example combat changes are far are rather good.
Maff 2024 年 1 月 26 日 上午 8:39 
Hi kam. Any plans to update this and your DEI Light mod at all? Cheers
Mumm-Ra 2023 年 12 月 8 日 下午 6:02 
games default economy suks
kam2150  [作者] 2023 年 10 月 21 日 下午 12:47 
Correct :)
Ligma Bababooey 2023 年 10 月 20 日 下午 4:28 
so on paper if I want those values ( ur mod I mean ) even higher I can bump upkeep option in custom settings ?
kam2150  [作者] 2023 年 10 月 20 日 上午 12:27 
Ideally yes but I think only option that would disrupt changes is the upkeep reduction one.
Ligma Bababooey 2023 年 10 月 19 日 下午 9:07 
should I use it with default campaign settings ?
kam2150  [作者] 2023 年 10 月 17 日 上午 5:03 
Ok, I've updated upkeep reduction from -50% to -35% :)

Let me know how it feels now!
Alaric 2023 年 10 月 16 日 下午 10:18 
No worries kam, for now either 50% or 35% is perfectly fine. In fact when your combat mod is released we will indeed have a better system :)
Esoteric knowledge enjoyer 2023 年 10 月 16 日 下午 4:16 
kam coming to the rescue as always. Looking forward to seeing what more you have planned for this game down the line
kam2150  [作者] 2023 年 10 月 16 日 上午 11:33 
For now I propose maybe changing unit upkeep reduction from 50% to 35%? I think its more toned down while still offering abiltiy to have more armies.
kam2150  [作者] 2023 年 10 月 16 日 上午 11:32 
While I like the idea, I won't be doing it that way as I changed cost/upkeep by difficulty levels, that way its compatible with everything and even future patches.

Doing it by tiers would take a long time as I would need to make excel formulas to auto match unit tiers and then link it to table that has unit costs, in which every unit is assigned 1-3 entries each. At the same time CA MUST fix unit price balancing as there are cases of units that cost exactly same but other is superior in every single start, so I expect lots of minor tweaks in following patches.

Now all of that will be in my DeI combat overhaul, which will redo all unit stats and will have custom unit cost formulas. Once that is done, I can redo every single unit price within few minutes. Just initial setup is a long process.
NGNL 2023 年 10 月 16 日 上午 11:03 
I can only agree with Alarics thoughts. Especially in the early game loosing units or having meat shields that are supposed to die counteract your mod
Alaric 2023 年 10 月 16 日 上午 10:33 
Maybe a version where:
Low tier units would cost 130% more and have -50% upkeep
Mid/Mid-high tier units would cost 140% more and have -40% upkeep
High/Elite (and other best of the best) units would cost 150% more and have -30% upkeep

Would it stop little armies everywhere and also simulate the fact that top quality units were a small part of an army's composition? And hopefully without making the AI completely ignore anything above mid tier in it's recruitment choices?

Just a thought.
yixx🩸 2023 年 10 月 16 日 上午 9:30 
I like the idea of it a lot, will experiment a little but at first thought 30-40% would sound more balanced- don't want too many little armies everywhere, I suppose.
Hexagoros 2023 年 10 月 16 日 上午 8:15 
Liking it so far. Always felt recruitment numbers were too low and upkeep was too high.
Alaric 2023 年 10 月 16 日 上午 6:58 
This sounds great! I'm gonna try it asap. Thanks :)
kam2150  [作者] 2023 年 10 月 16 日 上午 6:29 
This is an early version and values can still change, based on your feedback (e.g. making upkeep -30%, rather than -50%)