Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Kendji's Flavour Pack
117 kommentarer
Kendji  [ophavsmand] 3. okt. kl. 10:27 
RPFM:
-Make sure your RPFM is setup correctly, it has references to where the games are in the settings and you have generated your cache. If so you don't need to manually open up pack files from the game folders but can just use RPFM to import tables you need. :)
Kendji  [ophavsmand] 3. okt. kl. 10:27 
If you only wana add vanilla units its essentially only a few tables you need.

Must:
-building_units_allowed_tables to add units to certain factions and their buildings.

-units_to_groupings_military_permissions_tables to give permission to the faction to have said units, without this table your assigned unit in said building, will not show up.

Lookup:
-land_units_tables to check what units exist in the db.
-building_culture_variants_tables for lookup buildings, if their universal available to all or assigned to an faction and thus which building to use.

Optional:
-frontend_faction_top_units_tables if you want to show the unit under the faction in the main menu.

-units_custom_battle_permissions_tables if you want to give permission to custom battle faction to have the unit :)
Kris_Bull 3. okt. kl. 10:13 
Hi, I've seen that you're a very good modder. I've tried to add some units from the vanilla game to the minor factions using the pack file manager, but I haven't figured out how to do it. Could you explain how to do it?
Kendji  [ophavsmand] 9. aug. kl. 12:06 
Not surprising :), both mods change a lot in the game
Majo 9. aug. kl. 10:40 
I tried with Radious, get a CTD upon trying to start the game.
Kendji  [ophavsmand] 9. aug. kl. 0:55 
Never tried, so dunno, but I'd expect not and would be surprised if they were.
karinafalen2017 8. aug. kl. 18:18 
is this mod compatible with radious?
Kendji  [ophavsmand] 29. juli kl. 20:23 
Yeah I feel the vanilla History telling is a bit stale and many cities feel generic. Adding a few building can make it stand out. :)
Ramesses II 29. juli kl. 15:14 
I also must say I love the effort and time put into this mod, the unique buildings and icon changes are great for the game.
Kendji  [ophavsmand] 29. juli kl. 11:39 
Well, the thing is, the patch of the Tigris between the Diyala and Lower Zab rivers are in generally less surveyed and excavated than the patches north and south. Its between the posh cities of Assur and Tintir/Babilim. Dur-Amurru is, I think, was the provincial capital. Ekallatum has more surviving history and better name recognition. Tbh idk which to pick, I might end up flipping a coin when the next update becomes ready :D. Both could be or not on the spot. Both have + & - to them. :)
Ramesses II 29. juli kl. 11:17 
Ekallatum was also a pretty important city so I think it would deserve a spot somewhere on the map
Ramesses II 29. juli kl. 11:15 
https://ancientmesopotamia.org/settlements/ekallatum This is a source that I found that entertained the idea of it being near Sur-Marrati, although obviously it is still heavily disputed.
Kendji  [ophavsmand] 29. juli kl. 8:29 
I think I'll settle on Dur-Amurru for the next update, for Sur-Marrati, the area is smak dab in the Bit-Per'i- Amurru province of Babylonia.
Kendji  [ophavsmand] 29. juli kl. 1:31 
Its not an bad suggestion, I'm in the market for an better name for several places, incl. for Sur-Marrati. Idk if Ekallatum is it many suggest it being north of Assur or even eastern bank the Tigris. You know of any source that actually places Ekallatum on or near Sur-Marrati? :)
Ramesses II 28. juli kl. 22:11 
Not exactly sure on how to give suggestions but I would consider renaming Sur-Marrati to Ekallâtum as the real Sur-Marrati was (re)founded much later after the bronze age collapse (it was abandoned sometime in or after the Ubaid period), and it happens to be in the general area where Ekallâtum might be located.
Kendji  [ophavsmand] 10. juli kl. 18:29 
Yes your grarrison will increase and their modular now. Many outposts provide 3 garrison units and you can build all forts. I've seen in mid-late the garrison size going past 30 for the AI and even 40.

As to the easyness of it, yes and no, In many ways battles feel easier, but I still win/lose campaigns at the same rate. I'd say the biggest factor in this is the way cheats work for the AI vs in vanilla. You see, as the campaign progresses, the AI will consolidate, build better economies and so on. You'll end up with big powers late game. As to the AI modding its ongoing, I keep improving one thing, finding I broke another :D
Amyntas 10. juli kl. 13:07 
I understand the design philosophy with garrisons, but it makes the game a bit too easy i think -- especially early game.
Amyntas 10. juli kl. 13:05 
is there a way to increase garrison size? Love the mod! Just want the AI to have a bit more oomph when I besiege a city.
Kendji  [ophavsmand] 4. juli kl. 5:26 
It is, it even was so for a while, you see in Linear B the letter for L and R is the same and scholars have arbitrarily decided to encode it in R only. I got shit for having manually went in and made them L when they were obiously L. Got accused of creating my own transliteration standard deviating from academia. Plus now most Greece is like this so I'm not eager to go through everything again and determine what should be what.

However, if your fumiliar with RPFM, its fairly simple to edit yourself if you already know what to edit. Its in .loc files, basically text files. :)
LEGIO_XXX_ULPIA 4. juli kl. 2:52 
@Kendji: first,I want to congratulate you. great job! Then a question. Is it possible to change the name of the settlements? For example I want to change the name of Sparta to Lakedaimon...with an L and not with an R.
Kendji  [ophavsmand] 2. juli kl. 5:36 
There is for unit names here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3380617417
As to titles, I've tried to add a translation in the description of said title or ancillary.
While personal names were before this in Hittite Egyptian etc. and I've essentially just added more of the same.
A full translation, that doesn't exist unless ofc somebody wished to make a similar sub-mod as for the unit names but for the rest as well. :)
NeoVictus 2. juli kl. 5:32 
That was really helpful thank you so much, and it worked with those mods i could select the deity.
I think youve made a fantastic work with the names and it all but its a lil confusing for me, are there and mod that can make general names and cities in english under your mod?
Kendji  [ophavsmand] 1. juli kl. 11:11 
You can't. In order to get Yahweh, you need: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3347525868&searchtext=expanded+pantheon
That mod requires another mod that edits startpos and then you can't use other startpos mods.
What this mod has attempted to do in this respect, is to have a more generic Akhenated legacy, Aten is now named the 'Deity'. As a generic deity. You can combine thologies as happened originally with the later Jewish Yahweh, with combining Yahweh and El.
This mod does not mod startpos. So it's compatible with a number of startpos mods bc of it, but also bc of it cannot bring Yahweh as part of the pantheon of Gods.
NeoVictus 1. juli kl. 10:55 
Hello im so pleased with thios Mod, im just not understanding how you get to worship Jehovah cause you can build the temple but its nor available for worshiping, why is that? thanks in advance.
Kendji  [ophavsmand] 20. juni kl. 1:31 
Thank you :)
Coffeetime 19. juni kl. 17:02 
I appreciate the answer and your work. -Coffee
Kendji  [ophavsmand] 19. juni kl. 11:59 
The game has a bunch of text in it. Like name of settlement, generals name, different descriptions, gods names and so on. These are stored in .loc files in the gamd files. Short for Localization. So a Localization change is me making changes in these files.

Sometimes their bigger and more noticable, like nuking Aten to the Deity or changing unit names to Hittite, Akkadian etc. Sometimes simple spelling fixes.

I make a lot of these, and I mean a lot. Keep when I made what change is time consuming so I shorten it to localization changes often.

Last I did some minor spelling stuff and created localization for the new Hercules/Erakere title I added for Greece. Which may not be noticable if you play Elam or what not. :)
Coffeetime 19. juni kl. 10:30 
Can you explain what localization changes is. -Coffee
Kendji  [ophavsmand] 13. juni kl. 1:16 
@alexander.ecole I checked, there is the phar_map_legitimate_child_chance_mod, the modifier to affect how child barring your character is. While in Vanilla Ishtar gives fertility 15-25% and Traits -3 to +15. Howerver if your using the the Character traits expansion can give you -90 to +60% in fertility. Meaning in practice you can end up with only a few % chance to get an child each turn. I noticed Yehošua becoming barren first after having enabled this mod. I think this is the 'issue'. If your not using this mod then this issue should not occur and I'm back at square one. :)

Working Joe's 'trigger' list: (What causes what)
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3331938787/6655846466489681338/
Cuckold, Degenerate, Girls, Attractive, Ugly, Fertile, Barren, Arse affect fertility in this mod.
Kendji  [ophavsmand] 12. juni kl. 2:52 
That's why I think it's related to an trait, if you lose it you can get kids again. So it may not be 'solved' je maj just be shooting blanks but by dping something it can get removed :D
alexander.ecole 12. juni kl. 2:36 
Not sure what happened, maybe it was just a glitch that happened in the last few play through, but now it seems to have solved itself and now, i'm getting heir and children like normal, thank you for your quick responses though.
Kendji  [ophavsmand] 11. juni kl. 13:32 
I've seen this issue for months, tbh honest with you, haven't tested Akireu, but it did not much bother me with Yehošua. Since I rp it, Bible doesn't mention him having children. If it does I missed it at my last read. So I thought it was fitting. All other factions had no such issue.

Glad you like it, always makes me happy when others too like it. :)
alexander.ecole 11. juni kl. 13:21 
Thank you, i was worried it was only me, but your mod was the only one that updated, thank you, honestly this mod breath level of life into the game that the dev sadly didn't get a chance to.
Kendji  [ophavsmand] 11. juni kl. 13:18 
There are personal traits and fertility factors individual to characters. However I haven't invastigated this. I started noticing once I enabled the character traits expansion. My current working hypothesis is that the characters may have lower fertility, and then an trait they start with lowers it further. However, atm I don't know and haven't investigated this.
I can confirm that I'm seeing it though
https://youtube.com/watch?v=l4lawLVit58
Once I get some time I can look into it, see if I find anything, though no promises :)
alexander.ecole 11. juni kl. 13:08 
Yehošua, but i have also been playing as Akireu and its taking after many turn and a wife from the very beginning i still have no child or heir. is this a new modification that happened with the last update.
Kendji  [ophavsmand] 11. juni kl. 12:59 
Depends, which faction? Yehošua often seems less fertile in my gameplays. He can produce ofspring but rarely. Atm Playing Wilusa without issue. Babylon, Kush has previously not had an issue.
alexander.ecole 11. juni kl. 12:28 
This issue has only emerged as of the most recent updates.
alexander.ecole 11. juni kl. 12:16 
Has anyone else, had an issue that causes you faction leader to not create heirs/children, other than that everything work just fine.
Kendji  [ophavsmand] 24. maj kl. 23:24 
No problem, happy it's fixed :)
Numb 24. maj kl. 17:22 
i had to just reininstall and it worked sorry for making you worry brother
Kendji  [ophavsmand] 24. maj kl. 3:15 
From experience with people reporting problems, often their related to a unit mod and this or then two other startpos mods cancelling each other out.
Numb 24. maj kl. 2:13 
it worked befire the update im gna test out what mods it is thats conflicting with urs
Kendji  [ophavsmand] 23. maj kl. 14:29 
Hmm, I can't replicate it, works fine for me, the update was only text/localization edits, not database, unit, script or other mods. Fairly minor stuff. I re-issued the update, in-case the mod got corrupted on Steam's end, just in case. When did it work last? What faction have you been playing? and Have you added or removed any mods? :)
Kendji  [ophavsmand] 23. maj kl. 14:18 
Hmm, investigating....
Numb 23. maj kl. 13:21 
crashes now
Kendji  [ophavsmand] 17. maj kl. 10:37 
Not really, Windows isn't really worth the hassle and pain of it just for one feature missing from one piece of software. :)
Arnoldo Boczelli 17. maj kl. 10:29 
Pity. I hope that You will do it someday.
Kendji  [ophavsmand] 17. maj kl. 8:27 
Want to yes, can? No. I'm on Linux so modding startpos is a bit problematic atm. In order to add them I would need to be able to mod startpos. If I could mod startpos I would rearrange the borders to more historical, change positions if Egyptian characters add factions.

Thus the bad is just that, atm as it stands I can't due it due to platform limitations. But, since can't do it, it also means this mod isn't a startpos mod and thus is compatible with other startpos mods. One could thus in theory develop this and just design it to be compatible with this mod. Someone just has to do it. :)
Arnoldo Boczelli 17. maj kl. 8:10 
I know they are in other projects.
Arnoldo Boczelli 17. maj kl. 8:10 
And more Sea Peoples?