Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Kelly Combat Overhaul - Dynasties [v0.4]
   
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Tags: mod, battle
File Size
Posted
Updated
6.324 MB
25 Jul, 2024 @ 1:02pm
12 May @ 1:48am
30 Change Notes ( view )

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Kelly Combat Overhaul - Dynasties [v0.4]

Description
This mod is an overhaul of the combat mechanics aiming to provide more engaging battles focused on tactical maneuvers instead of HP tracking and min-maxing, with viable, distinct play styles emphasizing the role different unit types play. Balanced for both campaign and competitive Multiplayer.

Lethality v0.4
  • Melee and missile lethality damage multipliers reduced from 1000x to 2x
  • Max armor lethality penalty increased from 200 to 400 (the max armor value considered for reducing lethal blow chance) If max is 400, a unit with 100 armor reduces the chance of taking a lethal blow by 25%
  • Refined melee weapon and projectile lethality value ranges. (Melee max = 16% and projectile max = 20% for heavy jav chariots)
  • With avg lethality ~10% & less disparity between weapon lethality values, it acts more appropriately as a normalizing coefficient in combat, reflecting the unpredictable nature of hand-to-hand combat, but avoiding the extremes of current vanilla values

    Battle length is dynamic with prolonged head to head infantry engagements, allowing more strategic depth, while avoiding the slow grind of vanilla with more satisfying flanking and missile units.

    Re-worked Mechanics:
    • Fatigue
    • Morale
    • Combat rules (kv_rules)
    • Armor degradation
    • Battle entities (HP, Mass, Speed, etc)
    • Unit abilities
    • Terrain effects
    • Weapons
    • Projectiles
    • Armour
    • Unit attributes
    • Unit Spacing

    Notable Changes
    • HP reduced from ~150+ per entity to 50-60 per entity
    • Melee weapons are re-worked to be more balanced (no major bias towards certain weapons)
    • Armour degradation is uniform and no longer acts as an extra HP pool
    • Mass adjustments for more nuanced chariot-infantry engagements
    • Major rework for chariots and collision damage calculations
    • Missiles reworked to play a pivotal role in battles
    • Morale reworked to be more refined and correlate with battle maneuvers (flanks can rout units and chain rout is possible)
    • Balanced abilities and attributes to be more grounded
    • Scaled all unit models up by 15% for better visibility (same number of soldiers - just larger soldiers) similar to R2
    • Many, many more.

    Feedback is welcome, I will continue to update with further tweaks and refinements.

    Special thanks to: Reptilicus, Baba Yaga, Eruner, Galvanized Raptor, Benjin and Fazzorretto for testing and feedback on the pre-Dynasty edition.
53 Comments
Kelly Bomaye  [author] 13 hours ago 
@KillWonder; this one is more traditional, more balanced than vanilla and using lethality as a ‘normalizer’ so you get kills on charge and first volley etc. lethal combat reworks the entire system to revolve around lethality. I would suggest lethal combat unless you prefer how this one plays, which shouldn’t be too differently.
KillWonder 21 hours ago 
What is the difference between this and your other mod Kelly Lethal Combat?
Kelly Bomaye  [author] 21 Sep @ 5:34pm 
No
IARET 21 Sep @ 5:04pm 
do you recommend turning 100% lethality? for that mod
Kelly Bomaye  [author] 21 Sep @ 2:34pm 
I encourage trying my 'Kelly Lethal Combat' overhaul it's better IMO. Ill take a look at the chariot issue when I get a chance.
IARET 20 Sep @ 2:33pm 
only goes away and i disable this mod
IARET 20 Sep @ 2:33pm 
so i found a bug that my chariots have a third guy that on the back of the chariot and say i have Egyptian chariot that 3rd guy will be like a cannanite unit guy or some are Egyptian unit guy
caior16 8 Sep @ 4:01pm 
Does this mod remove the morale penalty of capture points in siege battles?
Omnplayer 7 Aug @ 8:37pm 
What unit size is this designed for?
Kelly Bomaye  [author] 3 Aug @ 7:06pm 
It’s not intentional I’ll fix it this week