Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Kelly Combat Overhaul - Dynasties [v0.4]
42 Comments
Chlenberlain 22 Jun @ 2:48am 
@Kelly from what I've noticed, these are Mycenaean units, Achaeans, Trojans, and Assuwan Native units
Kelly Bomaye  [author] 21 Jun @ 4:48pm 
@chlenberlain; Which units?
Chlenberlain 21 Jun @ 4:27pm 
Hi, great mod! but I noticed that some units look bigger than others, and because of this, the battles look comical
Thancred Lux 18 Jun @ 4:01am 
thanks, tried, nothing major, but agony does too much, i'll stick with your mod and other indiviual overhauls that don't have compatibility issues, as i like the vanilla systems
Kelly Bomaye  [author] 17 Jun @ 12:37pm 
@Thancred Lux; It will likely have some conflicts on the campaign side of things but you could try.This would need to be loaded first
Thancred Lux 17 Jun @ 12:13pm 
is this compatible with agony overhaul?
gh0st_inthe_SYSTEM03 13 Jun @ 9:30pm 
Hi again @Kelly thanks for your reply! I really appreciate you going into a bit of a deep dive in explaining the difference and the mechanics of the mod from the vanilla base game. It makes sense now and now that you mention it, I noticed that in the vanilla game, armored units are at the mercy of ranged units and it is ridiculous how projectiles can kill-off armored units in one shot. At least with this mod, combat feels a tad more realistic.
Kelly Bomaye  [author] 13 Jun @ 1:53pm 
@ghost; With lethal blow 1000x damage in vanilla, they attempt to balance high lethal blow % of 2h axes by lower melee attack causing a phenomena where soldiers remaining in a unit largely unhurt, since a lethal blow always kill. For most weapons lethal blow acts is a normalizing coefficient to allow kills on first volley or off charge. Having some units leaning more on lethality (2h axes, javelins etc) but most ok HP/DMG is inherently flawed.

This mod has kills off charge and first volley without the inconsistency. My lethal combat mod does the inverse and completely reworks combat based on lethality, using HP for nuance and prevent the extremes of a 1HP system. So in that mod damage and HP are marginalized. And the combat based on lethality (critical blow), melee stats and armor. With armor changed to function as a chance to prevent a critical blow instead of reduce damage - but again striving for consistency.
Kelly Bomaye  [author] 13 Jun @ 1:22pm 
@ghost; That’s not at all a dumb question. Yes the lethal blow damage multiplier in vanilla is 1000. In the mod it is reduced to 2. So instead of 1000x the weapon damage it is 2x. It is utilized as a critical hit. I rebalanced the HP, weapon and projectile damage values for it. For some weapons like 2h axe/club a critical blow will always be 1 hit to kill. For some like swords, spears, arrows, slings and to a lesser degree 1h axe and club, if the enemy entity is undamaged, a critical hit will depend on how armored the enemy is. This way allows for more nuanced combat. A well armored soldier may survive a critical hit from a sword but will then likely die to a non-lethal arrow. And a big factor in doing it this way was for more nuanced chariot combat both in how chariot collision splash damage and in preventing scenarios like a single arrow taking taking out an entire armored heavy chariot with 3 men in it.
gh0st_inthe_SYSTEM03 13 Jun @ 11:07am 
Hi @Kelly This is going to sound like a dumb question but, is the damage for 100% lethality similar to the vanilla one or has this mod somehow nerfed it? I feel like I don't see the difference somehow? Thanks
vavrinko(SK) 13 Jun @ 5:21am 
Thanks :)
Kelly Bomaye  [author] 13 Jun @ 3:57am 
@Vavrinko; This one feels more like R2
vavrinko(SK) 13 Jun @ 2:08am 
Which mod feels more like Rome 2 battles? This one or the Lethal battles you've made? I don't really understand the changes list 😅
VersionZero 30 May @ 1:03pm 
Hi Kelly I sent you a friend request where I wanted to apologize for upsetting you.
I didn’t want to make you or anyone upset by my not working on my mods+inactivity.
I feel like your delivery could have been a little better however.
I would appreciate if you don’t ghost me, but you don’t have to accept my apology I understand if so.
Raphx 18 Apr @ 9:07am 
can we have more screen in combat or a video on youtube please
Kelly Bomaye  [author] 11 Mar @ 10:56pm 
@Aca Jan; should be fixed. If not let me know. Also, if you haven't tried my other combat overhaul (Kelly Lethal Combat) I think it's superior to this. But I did leave this published in case anyone preferred it over the new one.
Aca Jan 11 Mar @ 1:27pm 
ok so when i launched the game with ur mod i was at the loading screen then it crashed not the cut scene trailer it plays and i used other mods and it works fine intill i add yours into it
Kelly Bomaye  [author] 11 Mar @ 12:28pm 
@Aca Jan; Very weird. Can you give me more details about the crash?
Aca Jan 11 Mar @ 12:11pm 
i am only using this mod nothing else actaully this is the first mod i've downloaded
Kelly Bomaye  [author] 10 Mar @ 11:02pm 
@Aca Jan; what other mods are you using?
Aca Jan 10 Mar @ 9:04pm 
game crashes when i use this mod in loading screen why is that?
Euridamo 28 Jan @ 10:45am 
PArdon me if I ask you this: how did you make "Armour degradation is uniform and no longer acts as an extra HP pool"?
I'm interested in add this into my own personal private mod. How do you keep separated armour form hp pool?
Thank you.
Kelly Bomaye  [author] 23 Nov, 2024 @ 6:17pm 
It’s compatible with reworked armor. The Minoan Crete mod is not.
Baldoldman56 23 Nov, 2024 @ 5:07pm 
is this compatible with your other mods? It seems to crash when I play it with your reworked armor and minoan Crete mods
Elianus 17 Aug, 2024 @ 1:52pm 
Certainly Hatti and Ramses
Kelly Bomaye  [author] 15 Aug, 2024 @ 12:19pm 
@ellanus; which factions did you notice it with?
Elianus 14 Aug, 2024 @ 1:53pm 
I think most, if not all, chariot units have some chariots without a crew.
Kelly Bomaye  [author] 28 Jul, 2024 @ 7:23am 
@byzantine; Yes
Mongolian Navy 28 Jul, 2024 @ 5:35am 
is it save game compatible
Kelly Bomaye  [author] 27 Jul, 2024 @ 11:28pm 
@methodiusthoryus; I'll look into it, thanks

@edson-guido; Fixed!
PowerGuido 27 Jul, 2024 @ 10:51pm 
Playing in xtreme unit size the Trojan Chariots have the soldiers missing.
METHODIUS 27 Jul, 2024 @ 9:12am 
i notice this mod change the way enemy behave , they not even try to charge .
They just try to run/walk through my units .Its like pathing issue .
Kelly Bomaye  [author] 27 Jul, 2024 @ 1:26am 
@Ziuk; done
Ziuk 27 Jul, 2024 @ 1:02am 
Hi, much better battles now, please can you fix impact on translation to other languages?
Kelly Bomaye  [author] 26 Jul, 2024 @ 1:47pm 
@KawaiiLife; It's difficult to say, currently the vanilla infantry engagements can incredibly long without any missiles or flanking. The idea is to retain the potential for longer battles but more dynamic and grounded than pre-Dynasties combat and without the extremes currently present.
[TH] Wisława 26 Jul, 2024 @ 11:31am 
Would this mod makes battle longer than vanila?
AsterParadox 26 Jul, 2024 @ 7:41am 
something about this mod causes a conflict with Native Standard Bearers ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296527672 ). possibly due to altering the unit setups
geottts 25 Jul, 2024 @ 3:05pm 
ok thank you
Kelly Bomaye  [author] 25 Jul, 2024 @ 2:43pm 
@geottts; Ill speak with Ganossa, ill have to make a separate mod for it as he has additional units i think
geottts 25 Jul, 2024 @ 2:34pm 
it doesn't work with agony overhaul mod could you make a compatible version?
Kelly Bomaye  [author] 25 Jul, 2024 @ 2:01pm 
@Pedemendigo; I never really considered that tbh.. I basically worded everything as if everyone is supposed to know what it all means and the impact it would have on battles. Thank you so much for the suggestion, it was very eye opening. ill work on re-wording it!
Pedemendigo 25 Jul, 2024 @ 1:57pm 
Thanks for the mod, just a sugestion: Its really not possible to understand what your mod does based on your description. Could you be more detailed? Like "Mass adjustment".... More or less mass? "Collision dmg calculations reworked".... What changed?