Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Killing Blow (for Radious)
22 Comments
Lenny_Froggins  [author] 19 May @ 11:57am 
I dont edit that skill in my files, so IDK!
酒干倘卖无 19 May @ 6:45am 
Thank you for your attention. Radious does affect formations, but its effect seems different from that of Killing Blow. When using Killing Blow alone, I haven't tried it on other factions. Achilles' first skill, 'stronghold', doesn't move correctly. I hope it's my personal mistake instead of the Killing Blow's mistake. I use translation software, so I don't know if it can express my meaning
Lenny_Froggins  [author] 18 May @ 11:46am 
I dont think this one affects formations, that is another mod I have. Are you sure you arent using other mods? Radious itself does affect formations.
酒干倘卖无 18 May @ 10:03am 
Please forgive my English. After screening, it seems to affect the formation
Lenny_Froggins  [author] 29 Jan @ 9:35am 
Hi @OGAziraal sorry for the late reply.

It shouldnt...I dont touch the autoresolve tables in KB, neither does Radious.

That behavior (AI attacking a strongly defended town with a tiny army) is not something I've experienced in my 150+ turn game I have going right now. I dont think so, anyway. I have taken a little break from Dynasties. I will be on the lookout for that in the future.

It is possible I guess that KB is affecting how the autoresolve shakes out, but theres no reason for 300 to beat 3000...
Yoseph Stylein 26 Jan @ 1:47am 
I'm having an Issue were Auto resolve is Essentially guaranteeing AI wins, I.E 300 of their troops plus Rank 1 Gen will take a settlement from me with over 3000 Defenders leading me to have to fight every single battle, and the AI trying to fight all the time cus it thinks it will win.

I'm mainly using this mod and Killing Blow. Would either of these Effect this? (I had the Rad Bug fix mod as well.)
Lenny_Froggins  [author] 22 Jan @ 5:54pm 
Hello! I am looking for some feedback if you wouldnt mind a moment of your time:

How are chariots doing for yall? Too weak? Too powerful? AI vs Player concerns?
Lenny_Froggins  [author] 14 Jan @ 12:01pm 
@Strilan You mean the Nubian spearmen and swordsmen having long range slings?

I said the same thing to Radious lol. It's vanilla that those units have the same ranged weapon as a missile unit.

I guess it is possible for me to replace those with more appropriate short range missiles like other melee units, but I have been trying not to touch the unit tables. I dont think my mod has made slings any more deadly than vanilla Radious. (except for the fact that they do lots of armor damage).

There are other bugs(?) in the game like Thracian archers default being poison tip, and Sherden archers default being sulfur-fire arrows. Cant fix that without removing those special arrows entirely.
Strilan 14 Jan @ 4:29am 
Start up a battle with Kushite Spearmen and Elite Spearmen and look at what happens. They're taking them apart with their slings. I don't know if there's anything you can do - or even if it fits in with your vision but - I feel like that's off a bit.

The fatigue aspect works perfectly in my eyes btw.
Lenny_Froggins  [author] 11 Jan @ 2:40pm 
Cool! Appreciate you paying attention to stuff like that, feedback is why I put it on the workshop instead of just keeping the homebrew. ;)

I had completely ignored the marksmanship bonus field on the bows and probably would never have caught that without taking another look.

Also if you are playing from the start of a campaign, the efficacy of ranged changes significantly against higher armor/shield troops.
Strilan 11 Jan @ 2:12pm 
Marksman doesn't seem as OP now to me as well... I'll start focusing on rotation of units to stress the fatigue aspect of battle and see how it feels.
Strilan 11 Jan @ 2:11pm 
When units rout it doesn't feel like a teleporting scene anymore. I could understand them running substantially faster if they somehow "threw" their weapons to the floor and just booked it...

I llkke the change
Lenny_Froggins  [author] 11 Jan @ 9:59am 
I also removed all "marksmanship" bonuses to the bows, javelins, and slings. The units have a marksmanship skill and the point of this mod is to make the weapons into just weapons.

That was something I overlooked originally. It's possible that stat adds damage, or influences the "flight" and hitboxes of some arrows.
Strilan 11 Jan @ 9:23am 
Checking now.
Lenny_Froggins  [author] 10 Jan @ 10:07pm 
@Strilan A nice thing about commenting on my mods is that I try your changes first. :) I have lowered the top and bottom ends of the tracking ratio (unit reforming mechanic).

The general idea behind the mod that wont change is that in lieu of a more complex battle AI that understands fatigue management, the Walk - Double-time - Charge is a loose system for when soldiers are sprinting vs conserving energy for a fight. Hence why the charge distance is longer, but also: men running away are running for their lives!

I'm trying it out right now. Maybe not having some guys get warp speed will help it feel less egregious. :)
Lenny_Froggins  [author] 10 Jan @ 9:20am 
Overall would you say that the mod is too easy because of the ranged?

One thing I could do is bias re-form the other way. It works like this: units closer to the "center" of the unit can only be made to go so slow, and units further away can be given a max speed boost.

I could slow down the formed men to let the unformed men catch up quicker, but then you'd have more instance when your units are not as responsive to movement orders because they are all slowing down as they reform before getting full speed again.

I COULD also lower ammo, but I dont think most players want inactive ranged, or to send their ranged into melee combat.
Lenny_Froggins  [author] 10 Jan @ 9:15am 
One big problem is that when slowing the battle speed down the way I have, the AI will not win the ranged duel. The AI tends to do well on things that are quicker than humans can react without pausing the battle constantly. AI archers did a lot better with the original Dynasties release where bows were so accurate that if you didnt pay attention, your archers could die in seconds at full range. I could move the calibration range in so mine have more spread at all ranges, but the AI doesnt know that theres a difference in ranges so they wont optimize.

But the AI will never flank with bowmen like a player can.

Fleeing: If I lowered the re-forming speed boost I gave, then you wouldnt see so many men sprinting. Speed comes from the combination of Fleeing bonus + Re-form getting a bonus. I'm not married to the Re-form bonus. I thought it would help the AI out when their units get tangled.
Strilan 10 Jan @ 8:29am 
I've played it for a while - I will note one thing I don't like:

When they break / flee - they speedrun Mario cames with how quickly they get away, I understand you did it for a reason but I *really* don't like it.

Others might though.

Trying to figure out how the ranged units are suposed to be working / where they fit in now because it feels like they're OP but... I could be wrong. More battles are needed to make sure it's how I feel.
Lenny_Froggins  [author] 9 Jan @ 10:34pm 
So, uh, any of the 80 people that subscribed play any? ^_^
Strilan 4 Jan @ 4:50pm 
Giving this mod a shot now with Radious
Bop 4 Jan @ 4:38pm 
I'll give this mod a shot!
Lenny_Froggins  [author] 4 Jan @ 11:38am 
Alright well, first weekend for the Mod. Would appreciate feedback.

I just realized I had done the bulk of my testing with the battle customization for Flanking Morale at High.

If you feel that flanking doesnt do enough moral penalty, try that setting.