Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Destroyed factions respawn +14 building slots
   
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Tags: mod, campaign
File Size
Posted
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10.243 MB
9 Sep, 2024 @ 1:43pm
12 Sep, 2024 @ 2:18pm
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Destroyed factions respawn +14 building slots

Description
Helo, this mod is basically the 14 slots for main settlements mod BUT I added the possibility of destroyed factions to respawn in their original provinces when rebels appear. This mod makes possible to old factions to get back to life again in their original province. Each faction is assigned a rebel pool which they can recruit and resurrect according to their culture.
This mod was possible thanks to the kind people who helped me in TW official discord, so thanks to them.
Also, this mod edits start_pos_regions, therefore you can only use this one or my original one, the 14 building slots for main settlement.
Feedback is appreciated, as is necessary to improve the mod.
38 Comments
Asuldir 12 May @ 12:17pm 
I have a small bug. Everything works fine in my capital — 14 slots. But in the second city, while the level 5 building is under construction, it shows a total of 14 slots (some locked). However, once the level 5 building is finished, there are only 6 slots in the city
returrn fire 30 Apr @ 6:38pm 
i still have regular rebels... with theyre usual black flag.
Is this normal ?
bradleybanned 26 Apr @ 1:56pm 
Can you please make this without the 14 building slots. And only the emergent factions?

Or at least explain what exactly you edited in the startpost/link to the explanation you got so we can make it ourselves?
Euridamo  [author] 19 Apr @ 12:52pm 
If I remember correctly it was the rebel_faction only. It was the very first row. I only changed the first one. The other ones I didn't touched them.
Mortiso Linkon 19 Apr @ 12:05pm 
Hi Euridamo. Nice add as in advanced campaign you can only see a dozen of factions. Wich row I need to change to original factions reapear as rebels when they were conquered?? Rebel faction, alternative rebel faction or settler rebelions enabled??
Kendji 7 Mar @ 2:44am 
I'm not asking bc of comptability, rather looking into if I should implement it myself, but due to at least for now I can't build startpos on Linux, so my idea became moot. Thank you for the anwser :)
Euridamo  [author] 7 Mar @ 1:45am 
Sadly yes. This mod requires to edit the start_pos. Thus is incompatible with any other mod that edits the start_pos.
The main reason is because all factions and characters reside in that file. The architecture of TW since Empire is like that. I don't like it and CA seem to be unable or unwilling to change it.
Editing database tables is a lot easier because you can made compatible almost any kind of mod, but when you mess up with the start_pos you make in almost impossible to be compatible with other mods.
In start_pos_regions reside which faction lives in which region. Only there you can edit the values and modify where do you want them to respawn. Same with building slots. That's why I merged the two mods (building slots + factions respawn). Anyone who wants to split them have to make their own mod from scrath using Assembly Kit.
Kendji 6 Mar @ 4:55pm 
Hey, potential obvious question, people have asked about the respawning being split from the building slots. I get you may not want more mods to upkeep. I was wondering does it require startpos edit to make factions respawnable?
NoNorang 1 Mar @ 11:55pm 
i capture the unique person mod, when old faction repawn in campaign, their faction leader in my faction.. it is ok?
Euridamo  [author] 28 Feb @ 2:31am 
Hello, it's not compatible with any mod that edits start_pos. It's not possible to make it compatible, as CA won't allow to edit the start_pos file only by pieces.