Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Improved Unit Spacing
25 Comments
HOLLOW 12 May @ 6:20pm 
NICE, THANKS. WEE NEED SPARTAN MODS, PLS
케모노프렌즈 17 Aug, 2024 @ 4:22am 
good
PowerGuido 11 Aug, 2024 @ 7:07pm 
@kam2150 Thanks for the help
kam2150  [author] 4 Aug, 2024 @ 11:48am 
CalicoDJack, its does not affect AI.
kam2150  [author] 4 Aug, 2024 @ 11:48am 
edson-guido, this is due to value called "unit_max_drag_width", located in kv_rules.

Its not part of spacing table but combat calc table.

You can change the value to higher one (default is 42) but it will make all units spread out more with max drag.
CalicoDJack 3 Aug, 2024 @ 10:15pm 
Does the mod affect ai at cities battles (no sieges ) ?
PowerGuido 3 Aug, 2024 @ 10:24am 
Hello @kam2150, I use your mod with double unit size mod and this work fine for me, but I have a problem with the chariots: they only have a max of 10 columns, I wish to spread formations to large front. You can explain to me what to change in unit_spacing_battles to do this?
kam2150  [author] 3 Aug, 2024 @ 12:26am 
Because I haven't posted comparison screens. Might do today.
KillWonder 2 Aug, 2024 @ 10:30pm 
I don't see the difference in the screenshots
Deluke 30 Jul, 2024 @ 4:23am 
Love the mod. I feel like units are slightly less organised, but that might just be placebo. I was wondering though, which values did you change to make units take up more space? I want to create even more space between entities for that sweet cinematic effect
Guiflick 29 Jul, 2024 @ 8:50pm 
Kam do you think your mod "DeI Combat Light" will come to Dynasties this week?
Brave Little Toaster 29 Jul, 2024 @ 7:32pm 
Yep - wasn't hating, it's a good mod. I just noticed when I was doing some more modding I had an incompatibility from not having this one enabled.
kam2150  [author] 29 Jul, 2024 @ 1:23pm 
It's a bit of an 0/1 check, which is the issue.
There are indeed some tables or changes that if made, will cause crash once you disable a mod e.g. you added more units, then disabled a mod but these units were already recruited on the campaign map, hence a crash.

However the way I made this mod, its not adding/removing anything, only tweaking existing stuff but for the check, it makes no difference.
Tyler 29 Jul, 2024 @ 1:06pm 
ah I see the save turns red and tells you its missing...hmm thankfully was only 10 turns into Troy was just testing out the new mechanics anyways. Wouldnt mind a fresh start now that Im familar with the changes.
kam2150  [author] 29 Jul, 2024 @ 1:03pm 
There are some issues with disabling mods overall.

CA added a check, if your save game still has same mods enabled, to make game crash less for people who forgot what mods they had, which in turn made them now not work even for people who know what mods they use and how mods work overall.
Tyler 29 Jul, 2024 @ 12:10pm 
how does it break your campaign?
Brave Little Toaster 29 Jul, 2024 @ 9:55am 
breaks your campaign if you uninstall so install at your own risk
kam2150  [author] 29 Jul, 2024 @ 2:04am 
Lucky you as due to broken cav and overtuned missile lethality, there isn't much balance to be worried about :D

It wont impact melee but can lightly affect cavalry/chariot charges.
Tyler 28 Jul, 2024 @ 9:31pm 
does this have any foreseeable affects on gameplay? I dont want combat balance affected.
kam2150  [author] 28 Jul, 2024 @ 3:13pm 
I will add some tomorrow.
Raphx 28 Jul, 2024 @ 5:38am 
+1 same
Naaquh 27 Jul, 2024 @ 6:28am 
I would really appreciate a before-after comparison screenshot
drizl 26 Jul, 2024 @ 5:29am 
Thank you!
CamuieLung 26 Jul, 2024 @ 5:24am 
Finally!!
KNOCK KNOCK IT'S ME, Big BIRB 26 Jul, 2024 @ 4:08am 
Nice thank you!