Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Xanth's Rebalance Mod - Dynasty Edition
Xanth™  [developer] 29 Jul, 2024 @ 2:03pm
Feedback & Suggestions
Since this mod is work-in-progress and I probably can't test every possible situation myself I might have missed something. If you notice something odd, a unit over- or underperforming, feel welcome to write some feedback here.
< >
Showing 1-10 of 10 comments
the Baron 30 Jul, 2024 @ 3:23am 
Great work!! Your changes make the battles much more interesting!

My suggestion is if you would be interest to remove the archers ability to use direct fire? It feels arcadey to have that option in game and only exist for a player to have another tool to exploit against the AI.

About stats:
Akkadian farmers have bigger morale; armour; melee attack and melee defence stats compared with other lower tier units with a shield and some military training. (Siluhlu swords,siluhlu spears)
Last edited by the Baron; 30 Jul, 2024 @ 4:20am
Xanth™  [developer] 30 Jul, 2024 @ 1:58pm 
Originally posted by the Baron:
My suggestion is if you would be interest to remove the archers ability to use direct fire? It feels arcadey to have that option in game and only exist for a player to have another tool to exploit against the AI.
The default shot is set to mixed for all bows, so the AI will switch to direct fire if your units get close enough.

Originally posted by the Baron:
About stats:
Akkadian farmers have bigger morale; armour; melee attack and melee defence stats compared with other lower tier units with a shield and some military training. (Siluhlu swords,siluhlu spears)
Ah man I somehow forgot about Akkadian Farmers. I fix their armor value in next update.
Siluhlu units have a higher manpower than other units (120 instead of 90) but worse stats to make up for that manpower difference, similar to the Lower Egypt and Seti's units. Siluhlu also get a buff from being near a "Taskmaster" unit.
KillWonder 1 Aug, 2024 @ 2:06am 
I dont think that the sling should have ap. Its not realistic.
the Baron 1 Aug, 2024 @ 2:23am 
One important thing. The shield is not being take into consideration for the unit armour but it is this stat that is used to protect the unit from projectiles. This is noticeble in low tier units where similar units will have 5 armor value and one have a shield and the other does not.
Xanth™  [developer] 1 Aug, 2024 @ 2:24am 
Slings shot some of the fastest projectile in antiquity, often much faster than any arrow could fly, thats also why they have a lot more range than arrows. Just a simple stone or a sling-bullet carefully made out of clay or lead is deadly even at a very high range. According to ancient writers sling-bullets could penetrate armor and mangle the body without the loss of blood. Armor probably wouldn't be penetrated by something like a stone, but the shot would still be deadly by breaking bones or causing blunt-force trauma. And even if you're not dead after such a hit, with a broken hand or leg, your most likely taken out of a fight before it even begun.
Tuxedo 2 Aug, 2024 @ 3:09pm 
I know I already put a suggestion in the comments earlier, hahaha, but I had another one, so here it goes.
Its about lethality, I think its a interesting system but that could be tweaked, I like the idea of lethality being high, but being dependant on other factors, idk if it already works like that, but I was going to suggest something like, upping the letality overall back to high levels, but make it be blocked primarily by armor, so no matter that lethality is high, a good armored unit can survive more hits, with AP values decreasing how effective that armour is. I felt that agains low tier units, in the early game, units that should be more lethal we're struggling, trained silver archers firing against a mob of conscripted farmers with no real armor or shield, and still most shots didnt seem to drop enemies. Another thing that could be taken into consideration, is melee attack and defence, impacting the lethality as well, you made swords be better against unarmored units, and I agree that they should struggle against heavier armor, but I think a unit of swords with high attack stats, should still feel very lethal and apt against heavier troops, since they'd be better at using their own weapons, being able to "find the gaps in armor" and same with the deffence value opposing that, for archers it'd be the accuracy value, elite archers should maybe have a better sense of how to shoot to kill, even against armored targets, I think that could make for a very interesting and dynamic battle where HP values arent as powerful, and a well placed strike will still kill instantly, with the skill and equipment of your units just affecting how easily or not said lethal blows will happen, a system like that would also encourage the use of veteran units, where even a lower tier of light infantry could fight decently against a higher class of soldier, if they have the field experience upping their skill in battle, anyways, a lot of text not even sure if its possible, but your mod is a MUST for this game and I just thought maybe this could be an interesting direction to look towards
Xanth™  [developer] 3 Aug, 2024 @ 3:00am 
I will definetly do some changes to archers & lethality. Though if I increase the damage of lethality too much, they will just obliterate chariots with single hits again and I don't really want that. Chariots are already a small unit, so if they lose just one, then thats gonna hurt them more overall than if a regular infantry unit loses a model.

I also thought about the Baron's suggestion and I might increase the range of direct shots to almost the distance of the indirect fire. Thats because I noticed that the AI is kinda bad with targetting and the indirect shot, does a lot less damage than the regular one. As a player you could just save up ammo by not shooting at anything before being close enough.
Tuxedo 3 Aug, 2024 @ 2:52pm 
Originally posted by Xanth™:
I will definetly do some changes to archers & lethality. Though if I increase the damage of lethality too much, they will just obliterate chariots with single hits again and I don't really want that. Chariots are already a small unit, so if they lose just one, then thats gonna hurt them more overall than if a regular infantry unit loses a model.

I also thought about the Baron's suggestion and I might increase the range of direct shots to almost the distance of the indirect fire. Thats because I noticed that the AI is kinda bad with targetting and the indirect shot, does a lot less damage than the regular one. As a player you could just save up ammo by not shooting at anything before being close enough.

Im not sure how the game runs this, but if armor/Melee def and shields diminish the effects of lethality, you could keep archers very lethal in general but save chariots by upping their armor or maybe giving an overall missile resistance modifier to them, since a few bodyguard items seem to do that, if those things affect lethality, I think it'd be a nice balance, since we're talking abt taking out an entire chariot, horses and soldiers, so it'd make sense if they had more resistances
Xanth™  [developer] 3 Aug, 2024 @ 3:01pm 
Sadly the only thing that reduces lethality by a certain percentage is armor. Giving chariots more armor would be kind of silly, because then melee units could have trouble in beating them.

Good tip though with missile resistance. I think I experiment a bit with that.
Edit: Missile Resistance is not the solution, because lethal blows seem to ignore any resistance.
Last edited by Xanth™; 4 Aug, 2024 @ 1:39pm
Kendji 10 Aug, 2024 @ 11:41pm 
Hmm, based on what Tuxedo said. My view is Vanilla ranged, especially with direct shot and elite ranged is like grapeshot with canons in Empire. It's really strong. While it could be sliglty stronger here. Maybe make armour matter more, have that stronger impact on lower armoured units. But then again how to balance that, Egypt vs Greece without making it favour one side over another.
Idk, just my thoughts, not any specific suggestions :)
< >
Showing 1-10 of 10 comments
Per page: 1530 50