Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Longer Battles Mod v3.1 (revised)
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Update: Dec 12, 2024 @ 9:56pm

Version 3.1

☥ Increased the duration (1.5x) for the Charge and Charge-Breakthrough bonuses, where a unit gets an advantage in melee attack after charging, to better match the longer battle duration.

Update: Sep 25, 2024 @ 9:55pm

Version 3.0

☥ Changed the Sea People's harpoon projectile so that it doesn't have 2x the velocity of the tier 5 javelin. Not sure why, but by default it has an absurd velocity like a sling shot (like it is some kind of pneumatic powered harpoon gun).

Update: Sep 12, 2024 @ 12:54pm

Sync update.

Update: Aug 26, 2024 @ 10:45pm

Version 2.9
☥ 4th Revision to the projectile weapons - now arrows, slings, javelins have had their lethality increased by 1.5x, which puts them between what I had before, and the standard game's lethality level. This is a compromise, to balance between them being too ineffective and too effective, but there are many considerations to keep in mind (because I might lower it in the future, to between this and the previous version 2.8 (which would be cutting it to ~ 83% or increasing v2.8 by 1.25x), if it is felt that they are too lethal.
Firstly, there is a justification for increasing the lethality, because I made the more realistic shot dispersion *after* I made the lethality cuts, so less projectiles are hitting the targets.
Second, when considering projectile lethality, remember that when it comes to arrows and slings, lethality depends on the type of shot (arcing shot is much less lethal than direct shot),and of course fatigue and experience of the unit affects accuracy. Then also there are perks in the tech tree that increase lethality of projectile units, so that has to be taken into account as well.

Update: Aug 26, 2024 @ 10:44pm

Sync update.

Update: Aug 17, 2024 @ 4:49pm

Version 2.8
☥ Corrected the climbing fatigue from climbing siege ladders - which was previously carried over from my other longer battle mods where units were penalized in fatigue for carrying and deploying their pocket auto-ladders, as a penalty from not using actual siege towers. Since Troy/Pharaoh/Dynasties requires proper siege ladders to climb walls, this severe fatigue penalty is not desirable. Now their fatigue accumulate is more similar to their "charging" (as in, charging into a melee) fatigue rate gain.

Update: Aug 17, 2024 @ 5:03am

Version 2.7
☥ Slight adjustment to rate-of-fire bonus for arcing shot arrow units.
☥ Small improvement to experience benefits to missile units.

Update: Aug 17, 2024 @ 2:57am

Version 2.6
☥ Small but important tweaks and adjustments to all projectile weapon rates of fire, now 1.3x longer (which increases reload time by about +2-3 seconds on average), just enough to tone down on the ridiculous "fire hose effect", and to slow down ranged combat to match the longer melee. This is vital to allow more control over the missile units, where you can process the situation, pace the rate of missile ammo consumption, fatigue gain, and generally allows for a more realistic flow of battle. Also this change makes those rate of fire increase benefits more useful (like the "Blot Out the Sun" ability).

Update: Aug 16, 2024 @ 1:49am

Version 2.5
☥ Additional small adjustments to chariot speed and mass.

Update: Aug 15, 2024 @ 8:02pm

Version 2.4
☥ Fine tuning adjustments to arrows (adjusted calibration range to make a more realistic area effect at long range).
☥ Fine tuning adjustments to chariot mass, to make them more closer to reality.