A Total War Saga: TROY

A Total War Saga: TROY

Troy Revised Mod v3.2
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Update: 17 Aug, 2024 @ 4:50pm

Version 3.2

-Corrected the climbing fatigue from climbing siege ladders - which was previously carried over from my other longer battle mods where units were penalized in fatigue for carrying and deploying their pocket auto-ladders, as a penalty from not using actual siege towers. Since Troy/Pharaoh/Dynasties requires proper siege ladders to climb walls, this severe fatigue penalty is not desirable. Now their fatigue accumulate is more similar to their "charging" (as in, charging into a melee) fatigue rate gain.

Update: 11 Aug, 2024 @ 6:44am

Version 3.1

-Adjusted the god powers by spreading around happiness bonuses between different gods. Aphrodite is still the best god for blanket happiness buff across provinces (otherwise, what is she really *mainly* good for besides growth?), but now her happiness buffs have been cut in half, and the organized games buff is also reduced with incentive to build up her favor for higher organized games effect.
-Added very specific situational happiness buffs to Hera, Zeus and Ares. Additional happiness buffs could be added to the other gods, but the effects primarily made the most sense for them, and they needed more passive buffs. These effects are intended to stack, so that if you have a wide range of favor across several gods, and you meet the requirements, then you will be able to gain a significant amount of favor.
-Slightly reduced the negative happiness penalty based on difficulty levels (primarily by -2). Could cut this further (by half original, -4) but better to be conservative because of the stacking happiness effects for different gods, mentioned above.

Update: 2 Aug, 2024 @ 7:21am

Version 3.0

-Changed all cavalry units so that they have no capture power on settlement objectives. This is done to require a cavalry heavy force to rely on infantry to capture the settlement, preventing the possibility to smash in and ride around behind and steal the capture points while the defending infantry are unable to catch them. Also, if an army is cavalry pure, then it means it will have to route the garrison in order to win the battle, which makes sense since infantry takes and holds ground.
-Changed cavalry heroes so that they have 1/2 of their capture power on settlement objectives, for the same reason above.
-Various minor changes and fixes accumulated from Version 2.9.

Update: 13 Apr, 2023 @ 1:34am

Version 2.9

-Various refinements to more leader skills.
-Adjustments some building effects.
-Improvements to several technologies effects.
-Improved the War Camps commandment, now it causes a small reduction in happiness because of the high presence of military forces in the province (it is a trade off for the large benefit of the commandment when garrisoning armies to save on upkeep).
-Corrected some additional typos in the standard game's English text.

Update: 11 Apr, 2023 @ 4:45pm

Version 2.8

-Fine adjustments to various technology effects. In particular, the Divine Rule technology, the one that no-one wanted which only increased morale of units by a lot, has now been much improved. It provides less of a morale boost, and more extra effects from high influence across the faction, which make it quite attractive.
-Fixed a problem with the Skirmisher Accuracy tech that caused units to increase in charging bonus, instead of missile units getting increased accuracy.
-Various other minor improvements to building effects.
-Added an effect for Troy (the city) so that its siege attrition is nearly nothing, so that you can't easily starve them into submission.
-Fine adjustments to several hero skills.

Update: 8 Apr, 2023 @ 4:23pm

Version 2.7

-That thing, with Ajax's auto-resolve/retreat buttons, challenge battles. Again. Found and closed another loophole in the logic with the buttons not re-activating after a battle, with a pseudo-challenge faction (the army that spawns because of an Epic Mission). It should be 100%, fully, completely, absolutely, working now. Basically, I added another listener and function to more thoroughly catch when the buttons should re-activate.
-Completely re-worked the code/script for battle XP gain, so now the AI will gain XP faster. This is a better approach than the solution I had before, and the reason for this is because the player's hero gains XP at a higher rate because:
-----a) The player typically fights more battles than the AI does.
-----b) The player has Epic Missions that provide XP "payloads" which the AI does not receive.
Now the AI will gain levels at a more comparable rate, but keep in mind that it all depends on how many battles the AI fights (it intentionally doesn't just give the AI XP for sitting around and doing nothing)! So, this doesn't mean that your hero won't reach level 27 and some other heroes will still be at level 10, what it means is that if other heroes have also fought a significant number of battles, then they won't be totally outclassed (as an example: in my campaign, by the time I reached level 27, Rhesus, Agamemnon were around level 19, comparable compared to the standard game where you would reach level 27 and they would be at level 5!).
-Scaled down the XP gained from fighting rebels, so that you can force your population to revolt, then use them as a way to reliably level up your hero.
-Adjusted some Hydra (monster) tiered level effects so that some are not obviously way better than others (made the less attractive ones, more attractive).
-Additional fine tune adjustments to various effects and technologies.

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Since I have reached the limited character limit in the description, I will put this here and maintain it with changes:

In regards to fine tuning, there are a lot of variables to consider. As a person achievement, I fully intend to play *every single faction to completion with this mod*, but this will take over 1000 hours to do, so this will take a while.

In the mean time, be aware that as of [_12 MAR 2023_], the following factions have had a campaign played to completion and won with this mod and are 100% certified as "plays as intended":

NOTE: All played at LEGENDARY difficulty and achieved a HOMERIC VICTORY
(--if campaign resorts in a loss, I replay it)

✅Ajax (Salamis) [ALPHA], ~350 truns; Mythological *currently being replayed in v2.0+
✅Memnon (Aethiopians) [v0.9], ~300 turns; Truth Behind The Myth *currently being replayed in v2.0+
✅Penthesilea (Penthesilea's Amazons) [v1.3], 165 turns; Mythological


Factions that are similar to above, and are not yet played to completion with this mod. These factions *should* be perfectly fine to play since they are similar in mechanics to the above factions:

-Mycenae (Agamemnon)
-Sparta (Menelaus)
-Phthia (Achilles)
-Diomedes (Argos)
-Odysseus (Ithaca)
-Hippolyta (Amazons)
-Paris (Paris of Troy)
-Hector (Hector of Troy)

Factions that have some different mechanics, and are not yet played to completion with this mod. These factions are probably OK to play, but these are a work in progress (they should play fine, but some of their effects, technology, and faction specific traits have not yet been fully tuned - just keep this in mind):

-Rhesus (Thrace)
-Sarpedon (Lycia)
-Aeneas (Dardanos)

*If you play these factions and find anything that you think should be tweaked, just let me know!

*************************************************************

You too can contribute to this mod by posting which faction in the above list you have played to completion, difficulty level, result, campaign mode (Historical, Truth Behind the Myth, Mythological) and number of turns. :)

Update: 5 Apr, 2023 @ 1:14am

Version 2.6

-Closed what is *hopefully* the last logical loophole in the no-autoresolve / no-retreat Ajax champion battles (this "simple" added feature that I had in mind has become the bane of my existence). Lo and behold, it seems the game's code treats rebel faction battles also as a "challenge battle", probably because some exception doesn't exist in the code. Now an exception has been added to specifically exclude an attacking or defending rebel faction so that it no longer locks that buttons when you attack or defend against rebels.
-Made a few more fine adjustments to building effects and agent effects.
-Added adjustments to mythical unit recruitment capacities. Now most (other than Hydra and Shades) will have a -1 recruitment capacity if influence in the building's province. Reduced some capacities by -1 overall.

Update: 4 Apr, 2023 @ 12:08am

Version 2.5

-Finally, really fixed Ajax's no-autoresolve/no-retreat Champion battles.
Had to learn more about Lua code, and now have added listeners. The issue before is that it worked, but not in every case (sometimes you could still use the auto-resolve/retreat buttons). Now it should "listen" for every time a battle dialog appears, then check if it is a challenge battle, and THEN it will lock the buttons.
-Reduced the Decisive Victory battle result reward from 700 XP to a round 500 XP (normal victories are still 200 XP).
-Fine tuned the food upkeep costs in regards to Administration "milestone" levels. Now the increase in upkeep per level is mostly the same, but it does so at a constant rate, rather than drastic increments where some levels didn't change, but then some levels increased too much. Tier 10 max increase is lower.
-Corrected several typos in the original game's text (such as the typos in the Hydra expedition's narrative).
-Improved Ajax's Epic Missions so that they are tailored better to the scale of this campaign. Also added XP rewards for Teucer, since he must be level 27 by the end of the Homeric Campaign(!). The XP gains coincide with the narrative, and serve to boost Teucer a bit by the end giving him about 5 or 6 levels worth of XP from the Epic Missions.
-Additional minor adjusted several building effects.
-Adjusted the Hydra Priest's Rejunative Mixture effect so that it heals more than what I had reduced it before (now it will heal a nice round number of 1000 HP over 40 seconds, instead of 600 HP, and will restore 50% stamina).
-Further tuning to Hydra units. The Hydra itself how higher melee capability, but has almost no defense (which is its primary weakness -- its a tank, but can be overwhelmed). Poison effects are powerful, but not over the top absurd. This makes the Hydra more in-line with the Griffin and Cerberus, rather than the latter being "OP" in comparison.

Update: 2 Apr, 2023 @ 4:54am

Version 2.4

-Adjusted the Ajax Champion battle no-autoresolve/retreat feature again, because the buttons still didn't work right in some specific cases.
-Added several useful features to the influence building chain (those buildings that allow you to recruit the Envoy Agent). The problem is, once you get the 2nd level of this building and you recruit the Envoy, there is no real reason to keep the building, much less build level 3, because all these buildings do is provide Influence which you can get from other structures and from the Envoy's actions -- better to free up the slot for something more useful. Now that has changed with the addition of several high-influence conditional based effects. The 1st tier building still only provides influence. What is new is that the 2nd and 3rd tiers provides additional effects that only are gained if you have high influence in the province, which is the reason why you should be building it in the first place (influence), the high influence effects now rewarding you for good governance and management. The 2nd tier building has a +1 happiness to that province. The 3rd tier upgrades the +1 happiness so that it affects that province and all adjacent provinces, and also provides +1 to diplomatic deals (including barters) which can be very powerful once it starts stacking with other tier 3 buildings of the same type in other high influence provinces.
This makes these buildings far more useful and valuable, where your goal is to be rewarded by having many provinces with high influence, which implies good governance.

Update: 31 Mar, 2023 @ 4:52pm

Version 2.3

-Improved the Cadence Drills technology effects, now instead of increasing battle speed by a high amount, it is much more conservative, but adds an additional speed bonus for siege battles (so that the total in siege battles is the original total boost), and it also now increases the reinforcement range of armies. This makes the technology more attractive to acquire.
-Increased the Hydra's movement speed.
-Changed the Hydra's movement type to large aquatic, and gave it the ability to move quickly in mud and water. Now the Hydra will slither rapidly through mud and water, making it deadly in such areas where most other units are greatly slowed.
-Reduced the battle fatigue gain rate of Cerberus, Hydra and Griffin Patriarch to 25% of the normal rate. This is done to prevent them from being exhausted so quickly from combat, to increase their effectiveness (since it makes sense that these monsters should be powerful).
-Restricted several unit charge abilities to 1 or 2 uses in a single battle, rather than unlimited uses (it made no sense to allow a unit to keep charging with this powerful ability over and over again during a battle). Now you have to choose when is the best time to use the ability.
-Improved the Hydra Priest's Regenerative Mixture ability so that the recipient unit regains 50% of stamina over 40 seconds, rather than 400%.