Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Longer Battles Mod v3.1 (revised)
165 Comments
Volcano  [author] Sep 7 @ 11:04am 
Thank you, glad you like it, have fun! :steamsunny:
Drip or Drown Sep 7 @ 10:39am 
Great Mod! Thanks
Volcano  [author] Aug 26 @ 2:33am 
OK, try swapping the loading order and see if that changes anything.
Peiper Aug 25 @ 9:10pm 
It seems not, I didn't notice any change using it with Radious mod
Volcano  [author] Aug 14 @ 4:41am 
It might, not sure. Wouldn't hurt to try it and see how it plays, though. Try putting this mod below that one in loading order. If you don't like how it plays, then swap the order.
Peiper Aug 13 @ 9:49pm 
works with Radious mod?
lwhのsama Aug 6 @ 12:35am 
很好:steamthumbsup: :steamthumbsup:但是实际用下来 每一个不改动士气 想提高战斗时间 很多时候感觉还是差点意思的
Volcano  [author] Jul 10 @ 12:52am 
Sorry, I am unable to do that anytime soon (I don't want to add yet another mod to maintain at the moment). But you could probably find a similar mod around that only alters ranged weapons.
Box Jul 9 @ 11:44pm 
@Volcano would it be possible to make a stand alone mod for the ranged units changes?
Volcano  [author] Jun 23 @ 9:09pm 
Ah OK, just making sure. I wish they would fix that in one last patch! :steamfacepalm:
Box Jun 23 @ 9:07pm 
hmm nvm i tested it with vanilla seems like the games problem
Volcano  [author] Jun 23 @ 7:46pm 
Are you positive it is caused by this mod? I mean, with the mod off it works 100% each time? I haven't seen anything that would cause it, but if you are 100% convinced then I will dig deeper (I was thinking it was just some general bug caused by their final patch, but maybe not).
Volcano  [author] Jun 23 @ 2:37pm 
Hmm, OK, I will take a look at it when I can.
Box Jun 23 @ 12:59pm 
sometimes using the formation like advance or retreat dont work with this
Volcano  [author] May 27 @ 5:46pm 
Thanks, yeah it is always considered a work in progress. Right now it is a compromise between those that want units to fatigue slower and faster, at the moment, and is felt to be in the middle in the sense that units can fatigue quickly (charging is what accumulates fatigue the most), but will not take that long to rest. This is seen as the best compromise, allowing the side that doesn't commit every unit to the melee to pull some out and rest, and recommit, rotate forces, etc. Just keep this in mind (that is this way on purpose). The mod used to fatigue slower, but also rest slower, originally, so it has evolved to this point.

But certainly there is always room for improvement and I will keep it in mind. :steamthumbsup:
rbblanford May 27 @ 1:55pm 
Great Mod man. Far superior to vanilla. The only thing i would change personally is tweak the fatigue system, and make units speed slightly slower. Other than that Its great. I find units get too tired, too quickly. Mid way through the battle all my units are exhausted, and especially with the length of some battles, such as sieges, even sooner, even with rotating and maneuvering. This, and making units slightly slower. would make the battles more efficient, and tactical. Great Work Tho
Hattori Hanzo Apr 12 @ 9:32am 
does this mod work with the better shields mod?
Volcano  [author] Apr 2 @ 1:11pm 
Yes, it should work fine with any unit mod. This mod doesn't alter any unit stats. :steamthumbsup:
Herpes Herring Apr 2 @ 11:06am 
Might be a silly question, but would this mod work alongside unit mods? As in would this change just vanilla stats or would it also apply to unit mods too?
Volcano  [author] Feb 6 @ 12:09pm 
Thanks, glad you like it. Enjoy! :WH3_clasp:
Myshkin Feb 6 @ 3:38am 
Many thanks. Your mod is amazing.
Volcano  [author] Feb 5 @ 12:25pm 
Seems like it should be below it in loading order. Try that, but if you notice battles take 30 seconds again then try it on top. :steamfacepalm:
Myshkin Feb 5 @ 3:55am 
above or below community bug fix? Thanks
Esoteric knowledge enjoyer Jan 27 @ 5:11pm 
Ah, right. A shame but good to know.
Volcano  [author] Jan 27 @ 12:04pm 
I don't really think there is a way to do that, unfortunately, at least not from what I have ever seen. The AI decides when to walk/run based on when is seems to perceive that it has an overall advantage or not.
Esoteric knowledge enjoyer Jan 26 @ 2:27pm 
Have you considered making the AI more prone to having its units walk rather than run now that fatigue plays a more significant role?
Volcano  [author] Dec 23, 2024 @ 8:25pm 
You are welcome, have fun. :WH3_clasp:
RexJayden Dec 23, 2024 @ 6:22pm 
Awesome modder and an awesome mod...thanks Volcano! :Monokuma2_DGR::steamthumbsup:
Volcano  [author] Dec 23, 2024 @ 3:29pm 
This one doesn't (because I wanted to keep the battles as similar as possible) but my "Dynasties Revised Mod", among many other campaign adjustments, though.
RexJayden Dec 23, 2024 @ 7:48am 
Volcano...does this mod address the issues with units routing and returning, routing and returning, etc.? :Monokuma2_DGR::critical:
Volcano  [author] Nov 14, 2024 @ 2:12pm 
Thanks, but I like the way it is here. In charges, there are plenty of casualties inflicted, and in addition, I adjusted the charge behavior so that units are knocked down longer, which can have additional penalties and effects on combat as well. However, all this depends (in this mod) on the fatigue level. So, really, what you are probably seeing is that high fatigue units are not inflicting as much damage in the charge, which is by design, as they tire.

In other words, it just behaves differently altogether - and I am 100% not of the mindset that the original melee/charge behavior in the base game is a good thing.

I don't not agree with raising HP, because this solution is messy and requiring editing unit data, which immediately makes it incompatible with unit mods.
Franck Nov 14, 2024 @ 8:54am 
Hi, great work on the mod!

I just wanted to mention something about the 30% melee max hit chance in your mod. It seems to disrupt the efficiency of charge attacks since charge boosts both melee attack and damage. By capping melee hit chances at 30%, it significantly weakens melee combat, which unbalances the game especially since the vanilla setting is 85%.

To avoid breaking the game, I’d suggest considering an increase in health (like Radious' mod does, for example) to extend the duration of battles instead. That way, you can still balance things out with fatigue and munitions management.

Good luck with your mod.
Volcano  [author] Oct 21, 2024 @ 6:04pm 
It will work with custom unit mods, if that is what you mean. It shouldn't hurt those mods in any way.
Tear Through Bulge Oct 21, 2024 @ 5:35pm 
Will this mod affect units in custom unit mods? I'm assuming not but I want to check
Volcano  [author] Oct 11, 2024 @ 2:23pm 
Thanks, glad you like it.
Have fun! :WH3_clasp:
Herrick Oct 11, 2024 @ 12:46pm 
Thanks for your response

I cant play the game without this mod, now I can enjoy viewing individual fights and Im not in a rushed click fest.

10/10 mod
Volcano  [author] Oct 10, 2024 @ 2:50am 
Thanks. I already did buff them in the past, and I think they are fine - keep in mind that they get stronger with more experience levels (reload time and accuracy increases) and higher tier units of the same type are also better in both areas and also in damage, so I have to take all that into account. I may adjust them again, who knows, but for now I think it is good.
Herrick Oct 9, 2024 @ 8:38pm 
This is a great mod, I definitely recommend this to everyone.

I feel that range units are a bit weak, are there any plans to buff then just a little bit to maintain the balance?

Thanks
axossk Oct 4, 2024 @ 5:12pm 
It seem's that db tables override is not affected by loading order of the mod manager but by their name.
To override the tables, they must have a lower alphabetical order than the ones you want to replace.
Volcano  [author] Oct 4, 2024 @ 2:46pm 
Not sure, best thing to do is try it out and see, putting this mod at the top of the loading order.
prusbartek Oct 4, 2024 @ 12:37pm 
compatybility Radious Mod?
Volcano  [author] Sep 26, 2024 @ 1:53pm 
Thanks, glad you like it. Happy gaming. :WH3_clasp:
axossk Sep 26, 2024 @ 7:49am 
Definitely the best batlle mod out there.
I'm currently trying it with Agony, with very good results so far.
Had to edit the db names to overrides Agony's parameters with yours though.
Volcano  [author] Sep 13, 2024 @ 9:26am 
Why would the AI have an advantage just because the battle is longer? Any advantage cuts both ways.
Sonny Crocket Sep 13, 2024 @ 7:58am 
Sounds like a good mod overall, the problem I see is that by mid game 90% of my battles, are just attacking settlements , which means the AI will have a significant advantage, especially in worse weather. Anyone find that to be the case?
Volcano  [author] Sep 12, 2024 @ 11:39am 
....

This is why I haven't adjusted anything in this regard at this point, because I think it might make them too powerful with their increased mass, and I think most of the problem of them being killed off is because people try to keep moving them to disengage, and like other units doing this, this is when the losses occur (like when trying to tell an infantry unit in a melee to disengage, you will lose quite an number of men).
Volcano  [author] Sep 12, 2024 @ 11:39am 
@axossk
Thanks, yeah I try to be very descriptive with the notes. I guess you found the answer there.
Hmm, yeah reducing their radius might let them squeeze through the enemy formation better. Another way to do it would be to use the Z offset, which they originally had but removed.

I am always tinkering with the chariots, so I might try things like that out at some point. However, keep in mind that chariots have a 50% lethality, which is one of the highest ratings of all units, so it actually is advisable to leave them 'stuck in' the enemy formation and let them melee for a while, which wasn't the case before. Because of that, I had been reluctant to do anything with allowing chariots to plow through enemy formations on anything other than mass comparison.

(continued...)
axossk Sep 12, 2024 @ 9:30am 
I saw that you modified chariots speed & mass (btw, you deserve honors for posting patch notes).

Deaddly Chariots mod reduce radius to increase breakthrough, would this help with chariots disengagement?

Don't get me wrong, I find them well balanced already, high risks high rewards.
axossk Sep 12, 2024 @ 8:21am 
What are the charriots changes?
I wonder if it's possible to improve their ability to disengage, if they get stuck into enemy formation they are basically lost.
Volcano  [author] Aug 28, 2024 @ 9:09am 
@Fatal Insomnia
Yes, it should work fine with modded units, as long as they use the standard projectiles (I don't see why they wouldn't). In the worse case, if they don't use the standard projectiles, then it will just be that their projectiles work more like the standard game, which might be tolerable (I guess you just have to try it out and see).