Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Lenny's Battle Movement Improvement
   
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Tags: mod, battle
File Size
Posted
Updated
409.557 KB
17 Aug, 2024 @ 11:40pm
21 Feb @ 4:42pm
7 Change Notes ( view )

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Lenny's Battle Movement Improvement

In 1 collection by Lenny_Froggins
Lenny's Pharaoh Dynasties Tweaks N Stuff
4 items
Description
Does what it says on the tin! If you think slowing down the battles is an improvement...

(8/26 updated, walking 1.3, charge distance changed from 60 to 100)

Find battles a bit too quick? Do you like a gameplay that harkens back to the classics like Rome and Medieval 2?

Then I have made a mod for you! Thrill as units struggle against the sandstorm, work their way methodically up hills, and generally move around at the relative speed of Outside.

Apart from the gameplay mentioned above, it makes sense that units would march rather slowly, both to conserve energy and to preserve unit cohesion off-road. Double-time shouldnt be a run (though some unshielded light infantry run much faster by design). Charges should "pop" more visually as a sprint since the double-time is slower.

And plus, I find these types of changes fun in Shogun 2, so why not make em here?


Applying principles I learned making my Shogun 2 balance mods, and tests done wearing a 35lb kit marching/running 50m and timing myself like a dork (lol) this mod:

-Affects only foot units SO FAR (8/18 removed all non-foot entries for compatibility)

-Balanced for Low Default or High terrain severity, max is too much!

-Drops all foot unit base walk speeds to 1.3 from 1.6

-Rebalances foot unit run speed off a baseline slowest for heavy infantry with a heavy shield at 2.2, gradually increasing from there with less armor, less shields, and finally body guard units are picked from the overall fittest and best men and horses

-Foot unit Charge speeds adjusted similarly, charge distance increased from 40m to 60m. That's your move fast.

-Unit collision radius changed to .66 from .5 This makes moving units through other units a little slower and more chaotic as formation/mob density increases, resulting in realistic channeling behavior (see screenshot of possible increase in realistic channeling behavior) and increased chances of models stopping to fight when trying to run your unit through an enemy unit.

As I play more Pharaoh in more situations, I *may* make changes to the horses, chariots, unit mass etc etc in which case I will update this mod, and release a "light" foot troops only version. Foot Troops Only will be the most compatible version of this mod with other mods such as Radious.


Let me know what you think in the comments and if you have any ideas/concepts.




*****

This mod will only ever affect the foot units in the battle_entities table, which controls the models that comprise the units created by other tables. It is compatible with any mod that doesnt affect the battle_entities table.

If the mod does, load this one above it but beware, you may be messing with another modder's delicate balance! Particularly the mass or HP of each man. But if you use Radious, for instance, you will have their Chariot/Cavalry work.

*****

IF YOU LIKE THIS, CHECK OUT MY ULTIMATE SHOGUN 2 EXPERIENCE WORK WITH @CHEWIE AND @FUWUVI! IMO PORTUGAL IS ONE OF THE BEST EXPERIENCES I'VE EVER PLAYED IN TW!

https://sp.zhabite.com/sharedfiles/filedetails/?id=3304966494



If you like what I do and want to say thanks and incentivize me to do more: contribute to my Tomb fund!

https://buymeacoffee.com/lennyfroggins

20 Comments
Esoteric knowledge enjoyer 21 Feb @ 5:21pm 
Cool, thanks for taking the time to fix it
Lenny_Froggins  [author] 21 Feb @ 4:40pm 
@Esoteric knowledge enjoyer - Thank you for your comment! I remember that. After I moved on to my more comprehensive battle mod I forgot about this one!

I have lowered the unit radius to the same level as Killing Blow, which will stop that behavior. It was coming from them kinda running into eachothers extra "personal space."

Should be fixed now. Units overall will walk through each other a bit better.
Esoteric knowledge enjoyer 21 Feb @ 2:17pm 
I generally like the mod as it makes battles slower, but I have noticed some weirdness.
Like, units will at times micro adjust their position even without having been given a move order, with models sort of moving in place, almost in slow motion, which looks a little bizarre and which I'm pretty sure can fuck with ranged units, sometimes delaying firing action.
Lenny_Froggins  [author] 27 Aug, 2024 @ 7:09pm 
Mainly units just move slower and collide with each other more so they cant move through each other as easily. I had it REALLY slow at the start, it's more reasonable now for heavy units and hills.

The original run speed of the mod made retreating impossible.
Sav@g3 Y0r ButHuL !! 27 Aug, 2024 @ 3:43pm 
you should upload a video demonstrating how this works
Lenny_Froggins  [author] 26 Aug, 2024 @ 8:47pm 
That's how its done! lol
BiggerLonger&UncutGigolo 26 Aug, 2024 @ 7:38pm 
That is understandable i personally decided to take the liberty of introducing it myself, to make sure the ai utilised it i simply gave the existing ability "cavalry double time" to infantry renaming it to sprint and adjusting the effects accordingly. And renamed cavalry formation to cavalry double time and returned its effects
Lenny_Froggins  [author] 26 Aug, 2024 @ 9:58am 
I did just last night add 50% to the charge run distance from 40 to 60. I may even take that out to 100 after more playtesting.

The idea is that your units march and double-time slowly (to conserve energy and to keep formation on uneven ground) but when charging break into a burst of sprint. Increasing the range gives charging a more "get there now" feature.

But that might ruin the balance vs archers, so I gotta playtest now. :)
Lenny_Froggins  [author] 26 Aug, 2024 @ 9:55am 
Some of it is just broken and may be fixed in the next patch. Some archers have a fallback ability that works like the shieldwall fallback instead of a fallback where they shoot arrows and move. I actually like those mechanics if they all worked.

As for the ability, probably not going to do it both to keep the mod simple (though I dont think creating new abilities creates incompatibility) and because of the concerns voiced below that AI wont really use it well and I try to make my mods challenging for the player, not just giving them a boost.

Some things I will explain away myself with headcannon. It's the Bronze Age! Thats why the Phalanx of classical Greece and the Testudo of Rome were remarkable innovations. I also really like how units dont get back into formation in this game, they just stand around, it shows a bit less organization and doctrine than the Classical period.
BiggerLonger&UncutGigolo 26 Aug, 2024 @ 2:08am 
I long for the days we get functional abilities again like mobile shield walls that properly function not this static shit, etc.