Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Lenny's Battle Movement Improvement
20 則留言
Esoteric knowledge enjoyer 2 月 21 日 下午 5:21 
Cool, thanks for taking the time to fix it
Lenny_Froggins  [作者] 2 月 21 日 下午 4:40 
@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 2 月 21 日 下午 2:17 
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  [作者] 2024 年 8 月 27 日 下午 7:09 
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 !! 2024 年 8 月 27 日 下午 3:43 
you should upload a video demonstrating how this works
Lenny_Froggins  [作者] 2024 年 8 月 26 日 下午 8:47 
That's how its done! lol
BiggerLonger&UncutGigolo 2024 年 8 月 26 日 下午 7:38 
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  [作者] 2024 年 8 月 26 日 上午 9:58 
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  [作者] 2024 年 8 月 26 日 上午 9:55 
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 2024 年 8 月 26 日 上午 2:08 
I long for the days we get functional abilities again like mobile shield walls that properly function not this static shit, etc.
BiggerLonger&UncutGigolo 2024 年 8 月 26 日 上午 2:07 
I did like the idea of newly produced ability for sprinting, As most of Total wars original player base myself included wished to return to something more akin to the older total wars witch included that extra layer of micromanagement, great examples would be the uproar over the dumbed down Warhammer spin off series.
Lenny_Froggins  [作者] 2024 年 8 月 22 日 上午 10:10 
Adding new abilities will not mess with other mods BUT:

-AI wont use it as well as the player will
-It does add clicky clicks to the tactical game.

I decided not to add that ability to my FCS/EJP mod for Shogun 2, I will probably not do it here for the same reasons. Thanks for the feedback!

@Freglz I have not touched the fatigue tables so that this mod can be overlaid on top of Radious or Longer Combat and still *mostly* have the balance from those games.

Do you have any feedback from playing the game? I havent gotten around to it yet but if I do any work on the fatigue tables I will release that as a companion mod and then add them to my Lenny Tweaks Combined.
Oszych 2024 年 8 月 22 日 上午 3:45 
@Freglz I second to that. Properties changed globally is passive for players, but additional skills may broaden scope of this mod unneseserly. Especialy for non veteran players, there is copius amount of variebles when you sum up campaign mechanics and battles.
Baside this, messin with other systems may worsen compatibility.
Freglz 2024 年 8 月 21 日 上午 7:08 
No custom sprint ability, please. The fewer micro-managing and arcade-like elements, the better. At least in my opinion.

Also, has fatigue been adjusted through this mod, or can we expect a similar rate of exhaustion as to vanilla?
Lenny_Froggins  [作者] 2024 年 8 月 19 日 上午 9:44 
Right now I am using it with Radious and it works fantastic.
Esoteric knowledge enjoyer 2024 年 8 月 19 日 上午 9:18 
Cool thanks. Will try it out in conjunction with Longer Battles and Improved Unit Spacing to see how they fare together
Lenny_Froggins  [作者] 2024 年 8 月 18 日 上午 9:57 
@Esoteric knowledge enjoyer - I think overall pretty well. The "man" class models are set to the same .66 radius that mod has, so the unit hinderance/collision in large mobs will be the same. The charge values are basically the same, and the Walk/Run values will mostly make the battles...slightly longer. Theoretically 1.6x more deadly maximum because of the added time to shoot walking troops, but because arrow spread fans out over distance and units with no shields run much faster than units with shields, it isnt really the full 1.6x in reality.

Any other changes...*shrug* See how it plays! In terms of "mod fidelity" remember that this game, like all of life, is an illusion. If you like the illusion dont worry too much about if it is "correct." ;)
Esoteric knowledge enjoyer 2024 年 8 月 18 日 上午 4:51 
How nicely would this play with Longer Battles Mod?
Lenny_Froggins  [作者] 2024 年 8 月 18 日 上午 1:48 
@Danetta Absolutely, and if it is too OP for the player, I scrub it! I gave all the Long Spearmen Pike Wall in Shogun 2 FCS/EJP and nope, way too OP for the player, but giving it to just the expensive and historical Portuguese Pikemen *with a unit cap*, makes sense given other weaknesses I built into the Portuguese army.

If I decide to learn how to make abilities, I'll do this one to test out, and the AI in these games will surprise you! The other thing to balance is that almost every ability will be used better by a smart player than AI.

I'm rather new to Pharaoh (literally just applying basic theory before I even really sink my teeth into playing), but in Shogun 2 there is Rapid Advance. On a 3-5min cooldown, the AI uses well enough it but cant spam it. When I got into modding these games, I realized how a lot of things that work are kinda ad-hoc, almost emergent...as far as I can tell from playing with numbers.

I can say I find Pharaoh battles more fun with this mod. :)
Danetta 2024 年 8 月 18 日 上午 1:31 
Separate sprint ability might be too difficult (impossible?) to teach AI to make a proper use of