Total War: PHARAOH

Total War: PHARAOH

56 ratings
DeI Combat Light - NEW UPDATE RELEASED
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, battle
File Size
Posted
Updated
500.399 KB
17 Oct, 2023 @ 3:01pm
7 May @ 4:53am
5 Change Notes ( view )

Subscribe to download
DeI Combat Light - NEW UPDATE RELEASED

Description
Hi All,

This mod changes pace of combat in Pharaoh, while trying to provide some overall improvements.
It provides a similar feel to Divide et Impera battles but in more of Vanilla+ setting, rather than full overhaul.

Changes:
-Increased matched combat chance - you know you want it
-Decreased duration of the charge bonus
-Removed charge bonus penalty to units chasing routers; added bonus to it instead
-Removed shield armor and replaced it with a bit increased shield melee defence and missile block chance
-Increased speed of routing units but decreased their defence
-Increased Heavy/Medium Javelin Range - below 80 range, TW missile units get a bit janky if they are not of very small size
-Heavily lowered cooldown between melee attacks for more fierce fighting
-Increased melee defence penalties for being flanked/attacked from the rear, including units with Improved Flanking Defence
-Adjusted certain terrain penalties
-Small increase to entity radius, making units stand a bit more appart in melee
-Unit spacing was slightly changed for a less robotic feeling
-Increased ranged unit fire arc (not missile trajectory but cone of range in front of them) from 60 to 120 angle.

Morale:
-Units use casualties sustained, rather than hitpoints lost, for morale penalties
-Increased morale penalty for unit being flanked/attacked from rear/surrounded
-Increased morale penalty for total casualties sustained by a unit
-Shortened duration & amount of morale bonus from charging


It already contains below mods:
-Improved Unit Spacing

Compatible with:
-Mods that don't change combat
-Save games
-Hecleas Animation Overhaul (Put this mod above DeI Combat in load order)

Incompatible with:
-Combat adjusting mods


If you value my work more than clients of Ea-Nasir valued his, feel free to donate to my Sumerian beer fund at:
https://www.paypal.com/paypalme/kam2150
21 Comments
methodiusthoryus 27 Jul @ 10:11am 
Hey kam , could u check how bad is dynasties charge ? its so terrible the enemy isnt try to charge but they try to walk through my unit .:steamfacepalm: . Is this mod can be in dynast?
async 24 Jul @ 2:53pm 
Thank you for all your mods. I'm hoping to see this mod in dynasties
kam2150  [author] 14 May @ 2:22pm 
Leaving them at default would be best since I already increased them a lot.
Rikitatsu 14 May @ 1:42pm 
should i leave morale modifiers in the campaign settings default or would putting them on high breaks this mod?
Gerch 9 May @ 5:43pm 
God bless you.
kam2150  [author] 9 May @ 6:22am 
No problem!

Also to be even more specific, its not their arc of fire, as in, trajectory of their missiles.
Its the arc in front of unit in which they look out for targets, like when you select a unit and you see that cone with their range, this arc dictates how wide that arc is. 60 is just way too low for TW games.
Warpcry 9 May @ 6:16am 
I think I agree, thanks for the clarification.:WH3_clasp:
kam2150  [author] 9 May @ 6:10am 
It has nothing to do witth realism, just with how unit targetting works.

Also its how it used to be in previous TW games.

Basically for ranged units, EVERY soldiers needs to be in position to drop missiles on the enemy or you get that awkward unit spinning around and adjusting itself. That is fine if we are going to drop musket volley but its useless for guys like archers or javeliners. Only thing it changes is that missile units dont need to awkwardly spin in place, when visually enemy is perfectly in their range.
Warpcry 9 May @ 6:04am 
I think this fix: "-Increased ranged unit fire arc from 60 to 120 angle" is unnecessary because it is too unrealistic.
kam2150  [author] 7 May @ 5:06am 
Mod finally updated!