Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Longer Battles Mod v3.1 (revised)
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Tags: mod, battle
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27 Jul, 2024 @ 5:50am
12 Dec, 2024 @ 9:56pm
28 Change Notes ( view )

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Longer Battles Mod v3.1 (revised)

Description
This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy, with other adjustments to make the battles feel more epic. Additionally, some minor changes are made to the strategic game to create conditions for more interesting battles. This mod makes changes similar to my Longer Battle Mod created for Troy, Three Kingdoms, Warhammer III, Rome 2, Attila and Shogun 2. It is save game compatible and also works with all DLC.

***The changes are intended to be minimal in nature. No unit values are adjusted!***

Tired of having your entire battle line routed or destroyed before you have a chance to give orders to all your units? Tired of constantly jumping from unit to unit to give orders, making battles feel like they are an exercise to see how fast you can click the mouse? Don't want a mod that changes that much of the original game other than "the math"? Then this mod is for you!

NOTE: The goal of this mod is to also make the battles feel different from Troy, by having different to-hit values from my LBM there, and subtle other differences. Whereas Troy should be brutal combat, Dynasties is intended to be more about maneuvering and fatigue management. Length of battle is somewhere between the standard Dynasties and (weighted towards) LBM modded Troy.

NOTE: Keep in mind that higher tier units with tons of buffs/upgrades will quickly destroy lower tier units with no buffs/upgrades, no matter what changes a mod makes. When referring to "longer battles", this is referring to two equally matched armies of equal tiers and buffs. Armies can still totally outclass each other!

This mod...
✅Is save game compatible
✅Works with any campaign or DLC
✅Works in multiplayer campaigns (as long as your friend also has it activated)
✅Can be turned off and on whenever you want (given how Dynasties doesn't allow you to override the loading of a campaign with different mods, you would load the scenario you want to play, save the turn, then exit and turn off this mod. Then restart and select CONTINUE and it will load your campaign normally).

******************
IMPORTANT:
If playing a campaign (or skirmish battle), the following Campaign Customization settings are HIGHLY RECOMMENDED, but you may set it lower if you prefer:

/ / / BATTLE
Dynamic Weather Severity: Very High
Battle Terrain Severity: Very High
******************

WHAT IT CHANGES (nothing is copied from other people's mods):

-Base "to hit" percentages have been carefully adjusted to lengthen battles slightly but significantly, to give you more time to react to the action and observe the carnage. This change increases battle length by 150%, average, and as much as 200%, depending on the variables and the situation.

-Carefully adjusted fatigue levels and thresholds to create a more realistic situation and to reward the smart human that has and intelligently keeps and maintains a reserve, and rotates and rests their forces (rather than flinging them all into the battle line, all the time).

-Significantly adjusted and enhanced fatigue effects so that fatigue plays a serious role in battles. Fatigue will reduce your speed (both movement and charging), attack power, defense, rate of fire and other effects based on how tired your units are. So if you manage to rest your units then you can be far more effective in battle, able to defeat a larger or superior force in some situations. This, along with the changes to the terrain, make the battles more cerebral and more chess like.

-Enhanced range units so that they will lose accuracy based on their fatigue level. This accuracy drops off steeply when the unit is fully exhausted. This loss of accuracy is realistic, as in real life it becomes more difficult to aim the higher the heart rate and respiratory rate. This reduction in accuracy causes units to fire more at a general area of a unit, rather than with extreme precision.

-Adjusted battle terrain and weather effects to be more significant, so that they play more of a role on the battle.

-Improved chariot behavior so that they behave more realistically, while still attempting to retain their real world strengths (mobility) and weaknesses (terrain).

-Made ranged units more realistic by adjusted their accuracy so that they no longer fire at individual soldiers in high-angle fire, but instead fire in the area of the target unit. Also improved ranged units so that direct fire mode is more accurate. Note that inexperienced ranged units will be inaccurate, and that experience is how you improve their accuracy to the standard game's level of accuracy and above. Also note that the accuracy takes into account various real world factors with the missile weapon to represent its advantages and disadvantages properly. Keep in mind also that missile units are skirmishers - they shouldn't be viewed as the ranged equivalent of melee troops. Missile units should mainly weaken enemy units (hit points), then be used to chase off routed units, or to flank into melee to assist dedicated melee units.

-Ranged units will get fatigued from constant firing, and when fatigued will now be less accurate. Managing fatigue (by halting firing form time to time) is key to conserving ammunition and effectiveness.

-The Lethal Blow % for projectiles has been cut by 1/2 to make them more realistic in relation to the 2x to 3x longer battles.

(See notes for many more improvements after v1.0 -- there are only so many characters allowed in the description!)
158 Comments
Volcano  [author] 10 Jul @ 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 9 Jul @ 11:44pm 
@Volcano would it be possible to make a stand alone mod for the ranged units changes?
Volcano  [author] 23 Jun @ 9:09pm 
Ah OK, just making sure. I wish they would fix that in one last patch! :steamfacepalm:
Box 23 Jun @ 9:07pm 
hmm nvm i tested it with vanilla seems like the games problem
Volcano  [author] 23 Jun @ 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] 23 Jun @ 2:37pm 
Hmm, OK, I will take a look at it when I can.
Box 23 Jun @ 12:59pm 
sometimes using the formation like advance or retreat dont work with this
Volcano  [author] 27 May @ 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 27 May @ 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 12 Apr @ 9:32am 
does this mod work with the better shields mod?