Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Longer Battles Mod v3.1 (revised)
165 kommentarer
Volcano  [ophavsmand] 7. sep. kl. 11:04 
Thank you, glad you like it, have fun! :steamsunny:
Drip or Drown 7. sep. kl. 10:39 
Great Mod! Thanks
Volcano  [ophavsmand] 26. aug. kl. 2:33 
OK, try swapping the loading order and see if that changes anything.
Peiper 25. aug. kl. 21:10 
It seems not, I didn't notice any change using it with Radious mod
Volcano  [ophavsmand] 14. aug. kl. 4:41 
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 13. aug. kl. 21:49 
works with Radious mod?
lwhのsama 6. aug. kl. 0:35 
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  [ophavsmand] 10. juli kl. 0:52 
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 9. juli kl. 23:44 
@Volcano would it be possible to make a stand alone mod for the ranged units changes?
Volcano  [ophavsmand] 23. juni kl. 21:09 
Ah OK, just making sure. I wish they would fix that in one last patch! :steamfacepalm:
Box 23. juni kl. 21:07 
hmm nvm i tested it with vanilla seems like the games problem
Volcano  [ophavsmand] 23. juni kl. 19:46 
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  [ophavsmand] 23. juni kl. 14:37 
Hmm, OK, I will take a look at it when I can.
Box 23. juni kl. 12:59 
sometimes using the formation like advance or retreat dont work with this
Volcano  [ophavsmand] 27. maj kl. 17:46 
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 27. maj kl. 13:55 
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 12. apr. kl. 9:32 
does this mod work with the better shields mod?
Volcano  [ophavsmand] 2. apr. kl. 13:11 
Yes, it should work fine with any unit mod. This mod doesn't alter any unit stats. :steamthumbsup:
Herpes Herring 2. apr. kl. 11:06 
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  [ophavsmand] 6. feb. kl. 12:09 
Thanks, glad you like it. Enjoy! :WH3_clasp:
Myshkin 6. feb. kl. 3:38 
Many thanks. Your mod is amazing.
Volcano  [ophavsmand] 5. feb. kl. 12:25 
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 5. feb. kl. 3:55 
above or below community bug fix? Thanks
Esoteric knowledge enjoyer 27. jan. kl. 17:11 
Ah, right. A shame but good to know.
Volcano  [ophavsmand] 27. jan. kl. 12:04 
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 26. jan. kl. 14:27 
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  [ophavsmand] 23. dec. 2024 kl. 20:25 
You are welcome, have fun. :WH3_clasp:
RexJayden 23. dec. 2024 kl. 18:22 
Awesome modder and an awesome mod...thanks Volcano! :Monokuma2_DGR::steamthumbsup:
Volcano  [ophavsmand] 23. dec. 2024 kl. 15:29 
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 23. dec. 2024 kl. 7:48 
Volcano...does this mod address the issues with units routing and returning, routing and returning, etc.? :Monokuma2_DGR::critical:
Volcano  [ophavsmand] 14. nov. 2024 kl. 14:12 
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 14. nov. 2024 kl. 8:54 
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  [ophavsmand] 21. okt. 2024 kl. 18:04 
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 21. okt. 2024 kl. 17:35 
Will this mod affect units in custom unit mods? I'm assuming not but I want to check
Volcano  [ophavsmand] 11. okt. 2024 kl. 14:23 
Thanks, glad you like it.
Have fun! :WH3_clasp:
Herrick 11. okt. 2024 kl. 12:46 
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  [ophavsmand] 10. okt. 2024 kl. 2:50 
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 9. okt. 2024 kl. 20:38 
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 4. okt. 2024 kl. 17:12 
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  [ophavsmand] 4. okt. 2024 kl. 14:46 
Not sure, best thing to do is try it out and see, putting this mod at the top of the loading order.
prusbartek 4. okt. 2024 kl. 12:37 
compatybility Radious Mod?
Volcano  [ophavsmand] 26. sep. 2024 kl. 13:53 
Thanks, glad you like it. Happy gaming. :WH3_clasp:
axossk 26. sep. 2024 kl. 7:49 
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  [ophavsmand] 13. sep. 2024 kl. 9:26 
Why would the AI have an advantage just because the battle is longer? Any advantage cuts both ways.
Sonny Crocket 13. sep. 2024 kl. 7:58 
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  [ophavsmand] 12. sep. 2024 kl. 11:39 
....

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  [ophavsmand] 12. sep. 2024 kl. 11:39 
@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 12. sep. 2024 kl. 9:30 
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 12. sep. 2024 kl. 8:21 
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  [ophavsmand] 28. aug. 2024 kl. 9:09 
@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).