Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Recruitment Rework (+ Cohortroy’s unit pack)
59 条留言
Hannibal 9 月 26 日 上午 10:39 
Baal has blessed this day!
Ca_Putt  [作者] 9 月 26 日 上午 9:14 
Massive Update for Canaanite minor factions out now.
Hannibal 9 月 9 日 上午 11:54 
I wish this great work had more attention
Ca_Putt  [作者] 8 月 17 日 上午 12:58 
Update for Hittite Minor Factions out now.
Ghost_l3mon 8 月 15 日 上午 3:47 
awesome and tremendous effort! getting back into pharoah so ill def be running with this
Ca_Putt  [作者] 8 月 8 日 上午 8:25 
Well I'm still here, sadly progress is slow, tho I did finish the most important part about the hittite system.
Hannibal 8 月 8 日 上午 12:13 
How is it going?:)
Ca_Putt  [作者] 7 月 3 日 上午 11:47 
yeah, I was thinking of something like that. rn, Im finishing up a system for hittites, hittite vassals and isuwa, As some canaanites get those too I will bundle them. I was thinking of a ports/hills/desert split for canaanites in general. but thats just an idea.
Hannibal 7 月 3 日 上午 11:38 
If possible, somehow connect Byblos recruitment to their ports would be cool. For a proper Phoenician roleplay, of course:)
Ca_Putt  [作者] 7 月 3 日 上午 5:39 
Thank you! Its good to know people enjoy my work!:)
Im currently working on adding unique brracks to minor factions: hittite, akkadian and canaanite are next. Butdont hold your breath, i still need to figure outsome concepts and have no chunk of free time in sight :/
Hannibal 7 月 3 日 上午 3:42 
Thank you for your work and dedication! Having a lot of fun playing with your mod
Ca_Putt  [作者] 7 月 2 日 上午 11:08 
Ou! good find, thank you for bringing this to my attention! Fixed!
Hannibal 7 月 2 日 上午 10:50 
Hi! It seems that the Hittites had the names of buildings for archers and chariots mixed up
Ca_Putt  [作者] 5 月 30 日 上午 8:13 
Uhhh, Radious already includes Cohortroy's units. This mod however is not strictly compatible with Radious tho. ^^ That comment was about an unrelated issue. I'm just concerned with recruitment systems, if you want the dudes and have them rebalanced then just stick with big R
God 5 月 30 日 上午 6:36 
does this make Cohortroy pack compatible with Radious? saw some older comments about a radious patch.
Ca_Putt  [作者] 5 月 27 日 上午 3:30 
Expanded family trees compatability patch is out now!
Shayan 5 月 24 日 下午 6:49 
Awesome, thx for ur work as always.
Ca_Putt  [作者] 5 月 24 日 上午 9:09 
Ok was not what I thought it was, i need to redo my index number library :D should work now.
Ca_Putt  [作者] 5 月 24 日 上午 3:39 
I see what went wrong there, will fix in 6 or 24 hours.
Btw the workforce cost issue is solved. I'm still working on that patch but its taking its time. I'm about halfway there and hopefully got some extra time next week.
Shayan 5 月 23 日 下午 5:15 
Hi, I'm playing as Ramesses and I noticed that the Ta-Seti Armoury and Barracks buildings don't grant me access to any units.
Ca_Putt  [作者] 5 月 21 日 上午 7:17 
Its a clean mod that just gives some extra effects to vanilla buildings, so there is little that can go wrong. Especially as i did not edit vanilla buildings, apart from disabling them. So everything should be fine :)
Ca_Putt  [作者] 5 月 21 日 上午 7:14 
Well its a bit of an overkill and your admin level will be microscopic. But you can also just ignore my admin levl buildings :D
Vulken 5 月 20 日 下午 1:49 
I'll give it a go in my next campaign then. I asked because the mod I mentioned also changes some buildings to provide admin reduction options.
Ca_Putt  [作者] 5 月 20 日 下午 1:10 
thanks! That should not cause any problems.
Vulken 5 月 20 日 下午 12:04 
This looks like a very interesting mod. Would it work along with the Imperial Administration mod?
Ca_Putt  [作者] 5 月 13 日 上午 3:17 
Well that was stupid of me, will fix within the next 12 hours. I think the sherden bg are in the division hq, but will check, should be able to bunde that with the fix.
Shayan 5 月 12 日 下午 4:39 
Also, how do I get Elite Sherden Guards as Ramesses? They're listed as a factional unit, but they're not part of his factional recruitment buildings like the Sherden Spear and Axe bodyguards are.
Shayan 5 月 12 日 下午 4:21 
Hi, I can't build the divisional HQ in my Egyptian cultural centres because the idle workforce only caps at 8, but I need 10 to build them.
Shayan 5 月 3 日 上午 5:33 
Appreciate you being thorough on this issue. And no need to be in a rush, I can wait.
Ca_Putt  [作者] 5 月 3 日 上午 1:42 
Ok i found out what the issue is. ... and it requires me to rebind ~100 buildings to 79 slot_templates(at least amulet uses a sensible naming convention unlike the main game). Might do that on thursday but its more likely that i'll do it after mother's day.
Shayan 5 月 2 日 上午 6:16 
I keep putting the radious submod ahead of the expanded family trees mod, but to no avail. Every time I only see the Kassite Military Complex in Babylon every time I start a new campaign.
Ca_Putt  [作者] 5 月 2 日 上午 4:46 
F - hmm it works for me. Have you started a new game? Expanded family tree is a startpos mod and the patch also includes a startpos file. Which is never save game compatible. If that's not it id ask you to friend me so you can send me a mod load order screenshot.
Shayan 5 月 1 日 下午 5:04 
Ok I don't know if I'm doing something wrong, but the radious compatibility mod for the expanded family trees mod still doesn't work properly with this mod enabled at the same time. I still only see the Kassite Military Complex in Babylon.
Shayan 5 月 1 日 上午 10:40 
Thanks for looking into it, man. I'll try that Radious compatibility mod and see if it works.
Ca_Putt  [作者] 5 月 1 日 上午 2:47 
So Apparently the Radious Compability patch works even without radious installed. It had some slight stability issues when I tested it but I do get the full selection of Buildings in bablyon. If that does not work I will reach out the AoK. I think it's related to the startpos.esf they use, I am sooo glad did not have to fiddle with that file and found a scripting solution to my problems XD
Ca_Putt  [作者] 4 月 30 日 上午 1:08 
Huh, thank you for that info. I will investigate!
Shayan 4 月 29 日 下午 5:54 
Ok I think I figured out the problem. This mod conflicts with the Expanded Family Trees Mod by Amulet of Kings in a really weird way. Different settlements just seemingly lack building chains. For example, the city of Babylon can only build the Kassite Military Complex.
Ca_Putt  [作者] 4 月 28 日 上午 3:21 
I might look into the marker thing tho. I dont know how that works atm but it should not be an insurmountable task.
Ca_Putt  [作者] 4 月 28 日 上午 2:27 
In general you should always get the akkadian roster between the two rivers. In addition to any nomadic groups. Beyond the rivers you should be getting either urartu, and isuwan or desert peeps. Hmm were you perchance in the hills northeast of the river valley? Where exactly did you only get a single barrack? And which faction were you playing as?
Shayan 4 月 27 日 下午 3:58 
I'm not well versed in Mesopatamian history so for me it's a coin toss as to whether or not a settlement has the right recruitment building. So it's a bit frustrating conquering a settlement and only seeing a single recruitment building chain despite being an 8 slot major settlement like everything else. Perhaps you could add a little icon under each settlement that, when hovered, shows the building chains available to build there?
Ca_Putt  [作者] 4 月 27 日 上午 8:38 
Well local barracks are along historic settlement patterns and factional barracks are detailed in the Detailed Changes posts in the discussions tab.

Tho Islanders is a bit of a wrench in my system because of the way slots work in pharaoh. But what are you encountering in particular, I might have just mixed stuff up :D
Shayan 4 月 26 日 下午 8:16 
Good mod, but the biggest problem is how seemingly random it is for which recruitment buildings are available for each settlement.
Ca_Putt  [作者] 3 月 27 日 下午 3:40 
Okay I've did some changes to the original mods and now they are compatible so you can just smoosh those together to get the version without extra units :) Enjoy!
PowerGuido 3 月 24 日 上午 8:07 
I'm waiting for this too
genghiskhan92 3 月 22 日 上午 10:25 
yes tht'd be great , thanks
Ca_Putt  [作者] 3 月 21 日 下午 2:24 
hmm, i could merge my other two mods if that's what you're asking for.
genghiskhan92 3 月 21 日 上午 8:11 
could you make a version of this mod without the unit packs ? thanks
Ca_Putt  [作者] 3 月 20 日 上午 9:56 
Yes!
PowerGuido 3 月 20 日 上午 9:35 
This mod already include COHORTROY units pack?
Ca_Putt  [作者] 3 月 18 日 上午 8:07 
@Mortarch Of Blood and bennydigitall: I got around to scripting replacing buildings, so no more deleting on turn 1.