Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Factional Recruitment
20 Comments
Pete 21 Apr @ 1:57pm 
<3

Yeah he just mentioned it to me today when I had asked about the horses:) Looking forward to that!
He mentioned you are communicating to make it compatible with your recruitment mods which is awesome!

Okay nice i'll give it ago now as I keep restarting my campaigns anyways atm just to check out which mods are gunna go well together for a top Mycenae playthrough lol

And thanks again man, you guys really make this game worth playing!
Ca_Putt  [author] 21 Apr @ 9:27am 
You're welcome! I'm glad I can enrich other peoples fun with a few lines of archive editing.

oh noes!

nah "Rise of dynasties" is only for the vanilla factions, however I think Loremaster Corax is cooking on an expansion to that mod and expanding into the aegean. But any changes should be savegame compatible.

wait, you use Factional + local + Cohortroy? You could also use "Recruitment rework" that has some extra buildings, that only really work with the combination of the three. I'm currently in a Mycenae campaign with that myself and am working on adding unique barracks to the minor factions.
Pete 21 Apr @ 9:14am 
Hey man i only got a notification for your second reply, my bad for late reply!
Really appreciate that, that's so cool of you!

I've started a Mycenae play now because my other playthough has crashed :S lol
So I've had to ask if "Rise of dynasties" will add horses to Mycenae as it only adds for the other factions. Mycenae lacks cav and archers with range so I might have to give Amenmesse another go as they're my 2 fave unit types :P

Again your mods! I've been using your Factional, Local, COHORTROY and now horses mod so far:) playing around trying to find the perfect balance for a Mycenae playthough atm:)
Ca_Putt  [author] 20 Apr @ 1:01pm 
Soo I just made a seperate mod to integrate "Rise of dynasties" into this mod.
Ca_Putt  [author] 17 Apr @ 2:04am 
That's not really my area, and i personally don't want _more_ riders in the game.

BUT!!! I can write a quick compability patch for a different mod that adds cavalry to the new buildings.
Which is your preferred horse mod ?
If things work out I could have that out before the weekend
Pete 16 Apr @ 11:16pm 
Any chance you could add horses or camel riders to stables? :) pleeeease!

I play as Amenmesse and it the only thing missing for a perfect playthrough for me :( lol

I really appreciate your mod btw!
Infinity_Y8 21 Feb @ 8:08pm 
Haha, find the balance between the two. :D
And Thanks for the fast fix! :)
Ca_Putt  [author] 20 Feb @ 11:48pm 
Thank you :))

nah, you're right on, I seem to have mixed them up with Medjay Elite WARRIORS and Noble CHARIOTS. thanks for spotting this. update is out! Gotta get back to modding, enough conquering china :D
Infinity_Y8 20 Feb @ 7:39pm 
Heey!
I really like the mod and the idea, i started looking at the changes and noticed that: Elite Medjay Archers, Trojan Nobles is nowhere to be found. Did you accidentally leave them out or did you tie it to a specific build? Or am I just blind? :,D
By the way, thanks for this great work! (and the submod!)
Ca_Putt  [author] 3 Feb @ 8:43am 
ah ok, i checked. CHTR adds 6 units to rameses: 3Medjay, 2Egyptian and 1 Sherden. I put the Medjay in one of the medjay buildings, the egyptians into the Ramesside barrack and the Sherden is in the Militiary Academy, ramesses special military support building, together with the Strong-Arm-boy :D CHTR put them there and I think thats pretty good and there is no T5 sherden building anyway so i left it there.
Ca_Putt  [author] 2 Feb @ 10:29am 
You're welcome! :))) I enjoy being able to do little treats like that + it reminds peeps of COHORTROY's work :)

Hmmm I will try to check that tomorrow, have you checked other buildings? Chtr usually puts some units in civilian buildings, mainly production boosters. I really like that approach, but it also means I can't just make a mod that requires his mod if I want a full integration.

Yeah that's really bumming me out. I wanted to do a startpos mod, but that's a bit outside my current expertise, will need a major modding sesh for which I don't have time rn. Scripting would be better but also require me learning new things, yuk! But I might find some time in the latter half of this month. Tbh the dead buildings are not as bad as I anticipated, mainly because most prebuilt ones are for natives, and secondly because they still provide their original troops. But I musst say I would prefer not staring into an invalid building when starting a campaign.
Thanks so much for the great mod and the compatibility patch! I noticed that unfortunately there are some missing units from Ramesses's roster (the Sherden specifically) but I'm sure that can be patched very easily. Also, some of the original buildings appear on campaign start, which seems difficult to manage without editing startpos; I wonder if there is a workaround that prevents the AI having obselete buildings on start that they don't get rid of (maybe this can be managed with a script of some sort).
Ca_Putt  [author] 30 Jan @ 7:39am 
@cuntosaurus: I've uploaded a little compatibility patch for you, enjoy :)
Ca_Putt  [author] 22 Jan @ 6:15am 
haaha, way ahead of you! I'm currently working on a merged version with Local recruitment and COHORTROY's units.

If there is demand I can also just do a compability patch. I like to have a certain consistency in doctrine with my mods, but if you don't mind it being a mix of CHTYs and my doctrines that should not be too much work.

Ps do you have any favorites from that pack? because i am implementing most but not all of the units due to differing opinions on faction doctrine and lack of a universal T5 Native barrack :D
What a wonderful mod and a great concept! I use CohortTroy's extra units mod, and because that mod affects the db tables for recruitment buildings, I'm concerned about the impact of building mergers causing some of these new units to become unrecruitable.

If you have time, maybe you could consider checking out CohortTroy's unit pack and making a compatibility patch - it's just tweaking a few tables. I'd really love to use both of your mods at once!
Ca_Putt  [author] 19 Jan @ 9:29am 
Ok, did some digging. Did you by any chance play as Hanigalbat/Assyria? I fixed a bug related to that :)
Ca_Putt  [author] 18 Jan @ 2:12am 
F, I will fix that tomorrow evening, do you have any other mods installed?
ArmouredSpacePony 17 Jan @ 4:08pm 
Sadly, this mod is causing me to crash to desktop.
Ca_Putt  [author] 9 Jan @ 2:25am 
Glad you like the idea :) I hope it enhances your game. Please post all suggestions etc that come to mind :)
Hannibal 8 Jan @ 11:17am 
So glad somebody did this. Looking forward to test the mod!