Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Dynasties Revised Mod v2.8
39 Comments
Chrissant 5 May @ 5:35pm 
Alas, I am not endowed with scripting skills. :(
Volcano  [author] 5 May @ 2:17pm 
Hmm, I am not sure how to do that, without editing the scripts. It might be worth it if you looked into making a sub-mod of your own that did just that, and it could co-exist with this mod, since I doubt they would conflict in that regard. This would help limit your scope of what you want to adjust, at least.
Chrissant 4 May @ 6:22am 
Hello, I've been modding the game myself as of late and discovered your overhaul was rather ahead of the curve. I was wondering if you could make courts a little less bothersome? Court decisions having to be made every turn felt really annoying, and I thought it would be better if they were a bit more occasional like once in 3~5 turns but more impactful with significant consequences.
Straygunfire 25 Mar @ 4:49am 
Pro tip, you don't need the difficult auto-resolve mod if you just disable the option to auto-resolve and fight your battles like a man. Roma Invicta!
Volcano  [author] 17 Feb @ 2:18pm 
Thanks, glad you like the change.
Hmm, as far as the Lybians are concerned, I'd have to look them over - don't really see anything that can affect a specific faction there, but it could be that they have a certain unit type in abundance that alters the calculations. In either case, it's not something this mod would have altered, because this mod only adds a penalty to the AR calculation for the player.
Nookie 15 Feb @ 8:34pm 
On another note:

I have no idea if that's relevant to your mod specifically, but since you've altered the auto battle outcomes it might be. So just in case I'll share the feedback and maybe you've noticed something similar.

Seems like Lybian desert tribes are overpowered in auto-battle calculations for no apparent reason.

An example: https://imgur.com/a/MUmnjbG
Nookie 15 Feb @ 8:28pm 
You're a lifesaver, haha:steamthumbsup:

I'm already testing this out and it does feel way more fun now! This feels like a good balance
Volcano  [author] 13 Feb @ 12:53am 
Actually, I just found a way to do it very easily in this v2.8 update of the mod.
I reduced the siege equipment cost at the moment by -20%. This is the most I would reduce it, and I might actually make it less of a reduction later (-15%) if I think it is too much. So, somewhere around -20% to 15% is probably a good compromise.

Let's see how it plays. :steamsunny:
Volcano  [author] 13 Feb @ 12:12am 
OK, I will take a look at it. In general I would agree that it *could* be a few less turns for construction without hurting the game play too much. The problem is, this isn't actually easy to do, given how things work.
The goal has been to make sieges be about 4+ turns before battling with descent equipment, and with it actually being a better option to starve the enemy out totally (since this happened more often than not during the period). Keep in mind also that there are several titles, ancillaries, and technologies that increase the construction rate of siege equipment (by quite a lot when all combined), and it is tailored around that in mind.
But like I said, maybe I can make some small improvement here to strike a balance. Let's see. :steamsunny:
Nookie 12 Feb @ 10:53pm 
I have no solution to offer. Only this feedback.

I think you should employ a variety of different siege engines and strategies during sieges(something which is lacking from the original TW games as well).

If that is not possible, at least allow us to auto battle this boring slog.
Nookie 12 Feb @ 10:52pm 
After a long and fun campaign using your mod I would like to present you with another feedback for the consideration: SIEGES

1. The pricing for the siege engines is too high(or the amount of labor is too low). No matter how many labor reducing anxilliaries you stack.
2. Because of the brutal autoresolve you also rarely can afford to auto-combat
3. Hence every single siege plays out the same: you build a battering ram+a ladder at max and do a frontal assault in one direction with a BORING frontal assault every single time
4. It's like... an opposite of strategy and drains any semblance of fun from sieges. Especially during the late game when they happen every turn.

TL&DR:

While I enjoy the idea of sieges taking longer, in gameplay terms this is the most mind-numbing slog ever.

Because you fight the same battle over and over and over and over again. Straight frontal assault with one battering ram made me quite my current 177 turns campaign out of boredom.
Nookie 12 Feb @ 10:42pm 
The changes to the outpost costs are just perfect imo. Having lots of fun!
Volcano  [author] 30 Jan @ 10:26am 
Thanks! Glad you like the mods.
Have fun! :WH3_clasp:
Swords 30 Jan @ 8:29am 
Been playing WH3 with your mods, and will be playing Pharaoh with your mods, thanks for updating.
Nookie 19 Jan @ 12:06pm 
Oh, great news! I didn't expect such a quick action, haha
You rock!

Will test this out.
I'm right in the process of being raided/pillaged from all sides in my Ramesses campaign ;)
Volcano  [author] 18 Jan @ 5:13pm 
OK, I just updated the mod to v2.5.
I was kind of thinking the same thing about outposts, but I guess I needed a nudge. I have to be careful here, because I do want them more expensive than the original price, but now the base cost is a split difference between the original (200) and what the mod had before (400), now 300 (this should include all weigh stations, markets and shrines). Again, keep in mind that this cost can inflate or deflate with extreme low/high Influence levels, but at least now it isn't so high. I don't want to adjust it too much more than this, though.

Also, I kept the Forts, Sea People's Nuraghe towers, and monuments at the 400 cost, though, because they are so awesome, and because they are larger stone constructions than the others. :steamthumbsup:
Volcano  [author] 18 Jan @ 3:06pm 
Thanks for the feedback. I will look into splitting the difference of cost between what it is here and the original game, for the outposts. I generally agree, but keep in mind also that it depends on your influence level. With high influence the cost is about 300 stone, but yeah, that is probably around how much it should cost at most. I'll look into it. :steamsunny:
Nookie 18 Jan @ 3:04pm 
Just to make a TL&DR: There's no extra depth or planning in having more expensive outposts, because no matter what you do they WILL get pillaged and destroyed by smaller AI armies from all sides so they just become a burden instead.
Nookie 18 Jan @ 3:02pm 
Great Mod!
If I may, some observation I have from testing this out:

Outposts:

- Considering how trigger happy AI is to pillage your outposts their cost becomes literally unmanagable. Paying 500 stone for a waystation every time it's pillaged? I can build a whole city with this price tag.
- It's not fun to play whack a mole with AI pillaging your outposts at best of times, but when they are so costly why even bother?
- Which leads to you not building any outposts at all. Unless it's your core secured province(which in every campaign I've ever played also will get it's outposts wiped out completely at least 1-2 times).
- Long story short, outposts seem like more hassle than they are worth and it just removes a core (and fun) element of the game.
- I think their cost should be higher than in vanilla, but not to be literal stone sinks(as they are now)
Volcano  [author] 5 Jan @ 4:53pm 
Hmm, not sure about that. There are so many buffs and debuffs going on, it is often hard to tell where it is coming from (not just in this mod I mean). But last I have played, there shouldn't be a blanket morale debuff applied on recruitment.

I also double checked, an there are no morale recruitment-debuffs in this mod dealing with provincial happiness, the only morale change there is with a morale buff with high happiness, when defending in a siege. So it could be a morale effect coming from somewhere else, like an ongoing event, or region based penalty, hard to say.
MuffnMunchr 5 Jan @ 9:06am 
Nice work. One question: I'm getting a morale malus penalty on recruitment in a province at 100 happiness. There doesn't appear to be any global event modifiers. Do fresh recruits always have some level of red morale gap until they level up?
Volcano  [author] 11 Oct, 2024 @ 6:35pm 
I adjusted the battle AI in this mod, but I don't know if I will change it any further. Maybe - but hard to say. At the moment I was working on a mod in WH3, so I haven't been playing my Dynasties campaign, but I will come back to it at some point, and then who knows what inspiration strikes once playing again. :steamfacepalm:
axossk 11 Oct, 2024 @ 6:26pm 
I tried the same battle on vanilla, LBM & Agony.
It appears that friendly fire problem is a vanilla problem.

Agony somehow solved it (must be the missile trajectory modifications).

Anyway, I'm enjoying more your mod than Agony, but I miss some features from the Agony's battles.

Do you intend to touch the batlle AI in the future?
Volcano  [author] 11 Oct, 2024 @ 5:52pm 
Well, I will keep an eye on it. I am definitely not seeing any of that. I am not saying I don't see the javelins missing - they do, and again, this is what is desired for the reasons already described. But the AI isn't mowing down their own units either. So I can't/won't just go in and do any drastic changes, but one thing I have to be sure is that the version I am looking at matching the one that is currently published. I will check this out - although I am fairly certain it is the same.
axossk 11 Oct, 2024 @ 5:35pm 
I don't recall exactly, but is was T1 or T2 javelins, but the problem is linked to every ranged units.
Javelin's low accuracy is just more obvious when you see javs hiting ground 1m away from the caster or going right to the moon when the enemy is literally 3m away.

The real low accuracy problem is about the AI murdering a lot of friendly units (& I really mean A LOT), hiting them in the back when trying to aim for my frontline troops.

Tbh I don't know if this is related to this mod or vanilla.
Imo you did an excellent job with the combat balance, I guess we must blame the AI struggling to handle the spread.
Volcano  [author] 11 Oct, 2024 @ 2:28pm 
...
I am generally happy with ranged combat here, including the javelins. Not to say it is perfect, I may tweak it, but I don't think it is far off when all the considerations are taken into account.
Volcano  [author] 11 Oct, 2024 @ 2:28pm 
Which javelin unit are you talking about? I use javelins all the time, and I don't see them miss 80% of their shots at close range. Of course I am using mostly tier 3 units though. Now if you mean they just don't hit a man with tier 1 javelin that has no or low rank, then I can see that. It all depends on the tier of the unit, the rank, the type of javelin.

What I absolutely do not want is what the standard game does with Javelins -- they may as well be submachine guns, mowing down the enemy, it is ridiculous. And what we definitely do not want is the tier 1 or 2 cheap javelin unit to be so effective, that all you have to do is get a lot of those and sneak around back of the melee, and cut everyone down. So they have to increase significantly in effectiveness with higher tier, and experience.
...
axossk 11 Oct, 2024 @ 8:46am 
Regarding LongerBattlesMod, low level javelins have a very low aim, leading them to miss 80% of the shots point blank.
As a result, they kill more friendly troops than enemies most of the time.
Volcano  [author] 16 Sep, 2024 @ 12:46pm 
@axossk
One more thing, you could also dial it down in the Campaign Customization options (CCO) also - there are a few happiness settings from both the player and AI in there. But like I said, I think it plays fine from what I have seen - no idea if that other mod has an effect or not, or if it was just a series of "luck" events, who knows.

The great thing about Pharaoh Dynasties is that we can tweak these things to be "just right" for each player with the CCOs, unlike Warhammer 3. :steamfacepalm:
Volcano  [author] 16 Sep, 2024 @ 12:44pm 
@axossk
I am not noticing anything crazy in that regard. It is possible to encourage rebellions in this mod (which wasn't possible before), and that to me, is a good thing. But I am not seeing all factions wiped from rebellions, and I am 150+ turns in. I have seen a few minor ones fall to rebellion though, but they were at war with me, and I made it happen.
Really a lot depends on the Sea Peoples invasion outcomes, the collapse disaster effects and where they hit, who is at war with who, who is raiding, etc. Certainly there are more rebellions now than before, but not to the degree that the entire map is wiped out.

Also, from what I have seen, AI is able to deal with happiness - I have certainly seen the AI move armies back to restore order, and struggled to push a faction over the edge into rebellion. So again, it depends on many factors there - at least the AI doesn't seem to be ignorant to it. Also, keep in mind that the AI doesn't have nearly as many happiness penalties either.
Volcano  [author] 16 Sep, 2024 @ 12:43pm 
@arabeschi.caleidoscopici
Unfortunately not everyone will be happy there, and I don't want to make multiple versions of this mod because it is already hard enough to maintain one version.

However, if you download Rusted Pack File Manager (RPFM) and then edit the mod, just remove the "autoresolver_modifier_group_to_modifiers_tables" in the "db" folder/path and then save the file as some other name (like "Pharaoh_Revised_Mod-DYNASTIES_custom.pack". Then load that file instead when you play. The autoresolve will be unaffected and play as normal after that (or you can experiment to your liking and cut the values in half there, for example).

I wish that the autoresolve was adjustable in the Campaign Customization options, because everyone has a different idea. I personally like it like this, very difficult, but I understand that many people don't. Unfortunately I am making the mod that I want to play here. :steamfacepalm:
axossk 16 Sep, 2024 @ 1:56am 
It seem's that the AI can't handle happiness, even without the malus.
A lot of factions are wiped by rebels.

I'm playing with Hecleas AI Overhaul, I don't know if this is related.
arabeschi.caleidoscopici 15 Sep, 2024 @ 7:13am 
Love almost every features beside the huge unbalance in the AR, for me it gets boring really fast to have to fight every single battle bc the malus s absurd (like initial battles with 2 lords against chaff units foresee a 70/30 for the opponent)
Volcano  [author] 27 Aug, 2024 @ 2:57pm 
I should have clarified -- personally I set that setting at default for all my campaign games, but I figured it would be one of those settings that people might want to set to high upkeep for the AI. Certainly the AI shouldn't be set to have low upkeep, I am not sure who in their right mind would do that. :steammocking:
Volcano  [author] 27 Aug, 2024 @ 2:45pm 
That setting, since it isn't mentioned above, is up to personal preference. I'd suggest keeping it at default for maximum challenge, but it should be set lower if you don't like it. (only the setting specifically mentioned, and those with a * are strongly suggested).

In the beginning, there will be 2 or 3 full strength low quality armies fielded by the AI factions, yes, but generally speaking, if you can field an army, then you should be able to deal with the AI with one good army -- certainly it won't be easy, though, and that is the intent. But of course this setting might help make things easier if you prefer it to be something else.
Damage inc. 27 Aug, 2024 @ 2:09pm 
Cool mod!

Just a question, in your recommended campaign settings, do you leave AI upkeep cost at default?

Player upkeep cost at high, while leaving AI at default + legendary difficulty bonuses seems a bit much because by turn 10 the relative power difference with the AI seems to cause them to pile on you for being much weaker and I was getting swarmed by countless stacks while barely fielding one full army myself.

Maybe it's the intended experience, but just double checking :)
Volcano  [author] 20 Aug, 2024 @ 11:31am 
Good question, I don't recall exactly - it was something I did in Pharaoh Revised Mod. Actually, I think it had to do with the number of minimum base turns to siege a fort outpost, or something along those lines.
Hecleas 20 Aug, 2024 @ 6:22am 
Hey man, congratulations on your mod!
At the moment I'm also reworking the campaign difficulty for an overhaul.

I see you modified this tab line, do you know what it does exactly?
Because I think I'm wrong about what I think of its effect
"cai_forts_fake_autofill_number_of_turns_to_exclude_fort_after_siege" on "campaign_variables_tables"
Combat0782 17 Aug, 2024 @ 8:24am 
:steamthumbsup: