Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

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Community Bug Fix Mod
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Tags: mod, campaign
File Size
Posted
Updated
7.541 MB
27 Jul, 2024 @ 8:30am
10 May @ 11:44pm
38 Change Notes ( view )

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Community Bug Fix Mod

In 1 collection by Alex Zhao
Z's mods
25 items
Description
This mod fixed 50 bugs:

  • A few cult centres don't have access to all cult centres buildings. Thanks to Iskar's help.
  • All factions can't build main settlement public order buildings in some Aegean regions.
  • All Mesopotamian factions can't build public order buildings (except Babylon has its unique public order buildings). The public order buildings are already in their building chain like growth buildings, but public order buildings don't have a Mesopotamian culture-specific description and icon settings. It is not only Assyria that can't build those buildings, all AI Akkadian, Urartu, and Elamite factions also can't build them.
  • Bay doesn't have military support buildings.
  • Canaanite minor factions can't build the monument outposts. Thanks for Kendji and Xanth™'s permission to integrate their mod.
  • Chariots from Troy have a bug that their speed on the UI panel is slower than similar Pharaoh chariots, and this is caused by the horses' stats being different. However, the real stats chariots use are their chariots' stats, so their actual speed in battle is the same. This mod changed those horses' speed and should only affect the UI.
  • Garrison buildings can't be built in Pelopia.
  • Irsu's Fisherman Docks buildings in the Euphrates region, livestock and farm buildings in Aegean region don't have any effects when on low influence.
  • Irsu's Lentil Farm building requires Emmer Farm instead of Silt Farm like other factions.
  • Many new AI factions are using placeholder or Total War Troy's recruitment templates, so their armies are almost 1:1 chariots and ranged units. Old AI factions also won't recruit new native units.
  • Master Carpenter buildings' unit stats bonus doesn't work properly.
  • Minor Sea People AI factions can't build some public order buildings.
  • Mycenae's Veteran Island Skirmishers and Island Skirmishers are using each other's land units table stats and unit sets.
  • New general bodyguards' unit sets are inconsistent with original bodyguards, so they won't benefit from some effects.
  • Rhesus and some AI factions can't convert Mesopotamian main chain buildings.
  • Sarpedon and generic Sea People generals on medium chariots can't receive effects for bodyguards.
  • Sarpedon can't construct management happiness buildings in minor settlements.
  • Sea People factions can't build garrison buildings in some new regions.
  • Sea peoples can't build some food and wood production buildings in the Aegean regions.
  • Some Aegean units are using animation with weapon-switching support, but they don't have the corresponding ability linked. Since CA also mentioned some units from Troy will have the switch weapon ability on Discord before the update, I added the ability for those units with the corresponding animation.Thanks for Radious's help with Thracian units' models.
  • Some character positions' effect bundle icons are missing.
  • Some generic Aegean generals are using Canaan VO for campaigns and battles. Some unique characters from Total War Troy are using generic VO instead of their special VO.
  • Tausret cannot build recruitment buildings in minor settlements. CA already made Tausret's unique minor recruitment buildings and corresponding units available.
  • Tausret can't construct the champion's hall in minor settlements.
  • The Cavalry Formation ability auto deactivates when charging. The reason is it uses the behavior of Rome 2's cavalry testudo formation, which was changed to the behavior of the flying wedge formation.
  • The cowardly trait won't trigger when recruiting range units like its description said.
  • The general recruitment rank bonus from the Martial Nobility royal decree doesn't affect general recruits from nomad armies.
  • The main tower (arrow tower) victory point in some settlement maps won't fire arrows like others.
  • Some Mesopotamian factions' colours don't match their emblem for the troops, map, and battle flags. Thanks for sEcOnDbOuToFiNsAnItY's permission to integrate their mod.
  • Some campaign terrain types don't have corresponding ambush chances. Thanks for Iskar's help.
  • Cavalry units are using the wrong low poly models for lod.
  • New factions' minor settlement public order buildings' building names and help page links are inconsistent.
  • 12 units' unit cards and banner plates are using the wrong tiers or weight classes.
  • Palastu Archers are using medium units' ground stat effects and ui tag instead of light units' like their actual entity stats or unit set.
  • Unplayable Minor AI factions like to build some military buildings that don't unlock any units for them. Thanks to Herr_Robert and IfThenOrElse's report.
  • Generals for minor Canaanite factions have two skills that require 13 Presence and Fortitude instead of having one of those skills require Level 13 Fortitude and Ardour.
  • Some units don't belong to the corresponding unit set or belong to the wrong unit set, which causes the bonuses they receive to be wrong. For example, philistian archers can receive chariot bonuses, and some new javelin units can receive bonuses for both light javelin and heavy javelin.
  • Some effects that the description said affect all bow units, but they can't affect longbow or composite bow units.
  • The city Cabalis in victory objectives sometimes is called another city Cibyra.
  • Sargon Ancient Legacy's food income Grand Ambitions goal values in the script differ from descriptions.
  • Babylonian Royal Guards have a precursor javelin but can't fire while moving or charging. Thanks to Gray Riders's report.
  • When playing with the default skin, special characters joining from confederations won't have their Avatar of the Gods or Sherden bodyguard's skin. Thanks to Gray 三晋诸侯's report.
  • Ramesses' "prime" skin does not work if he is equipped with a chariot ancillary. Thanks to Amulet of Kings's permission to integrate his fix.
  • Diomedes is missing a background trait and corresponding attributes.
  • Cimmerian Scouts use a sword instead of a spear in their unit cards. Thanks to Luskainn's help with the picture.
  • Thrace's capital in the faction selection menu is Berge, but it should be Siris.
  • The diplomacy-boosting effect of some buildings is not working properly (phar_main_diplomatic_relations_non_egyptians). Thanks for Lycia Pintella's help.
  • AI factions will never upgrade certain buildings, including some POC main cities. Thanks for Radious's report.
  • Some new factions in the dynasty version are unable to use the special titles of Tudhaliya princes. Thanks for GyJIeBeP's report.
  • The technology “Mercantilism” sometimes provide wrong gold values.


Due to changing building slots requiring editing startpos, this separate mod increases Aegean and Mesopotamian cult centres to 10 building slots.


For English typos or other localization issues, I recommend Cybermat47's English Text Fixes and Adjustments mod.

Thanks for all the feedback. I will try to fix the bugs you reported, but some bugs are very complicated or only CA can fix them (like the post battle loot, chariots can't use missile weapon when have a melee order or Tausret's portrait after wounded). Don't forget to report your bugs on the CA forum. [community.creative-assembly.com]

If you want to contribute your fixes to this mod please contact me and I will add you to the author list.
Popular Discussions View All (2)
0
11 Sep, 2024 @ 1:00am
PINNED: 完整修复内容列表
Alex Zhao
0
11 Sep, 2024 @ 12:49am
PINNED: Full List of Fixes
Alex Zhao
362 Comments
Lycia Pintella  [author] 17 Oct @ 8:39pm 
@YOUò.ó

(Note I am using AI Translate / 请注意,我正在使用 AI 翻译。)

The mod's load order is set automatically based on the file name the mod authors choose. You should never have to touch the load order unless a mod author doesn't consider art/graphics compatibility with another mod, which won't be the case with Community Bug Fix.

MOD 的加载顺序是根据 MOD 作者选择的文件名自动设置的。通常你不需要手动调整加载顺序,除非某个 MOD 作者没有考虑与其他 MOD 在美术或图像方面的兼容性,但对于 Community Bug Fix 来说不会出现这种情况。
YOUò.ó 13 Oct @ 12:55pm 
请问在MOD排序上,需要放在最顶部吗?还是任意位置?
如果使用了亚马逊拓展,那么此MOD放在上还是下?
Lycia Pintella  [author] 17 Sep @ 2:07pm 
When I have a shrine giving missile range to units in the current region, if I toss some ranged units into a Fort they will get the bonus twice and have extreme range. If anyone has any idea where to start troubleshooting for that please let me know.
nikko 10 Sep @ 8:23am 
Hoping the fix for the 2D chariot unit cards will be integrated into this mod.
Nico 3 Sep @ 1:27pm 
Not sure if it is a bug:
Mycenae can't build food buildings in Parha and Cybria (aside from port and smuggler market). Both are food settlements.
Berserkr 1 Sep @ 8:09pm 
My game consistently crashes whenever I defeat Odysseus in battle, losing to him does not crash it and retreating from him does not crash it but beating him does, anyone know how to fix?
tonetone 30 Aug @ 3:16pm 
Do I need this if I'm using the Agony mod?
lordmalorne 25 Aug @ 3:45am 
Also want to know is this fixes the court dilemma actions being bugged every few turns?
devastator 20 Aug @ 2:56pm 
Does this fix the court dilemma actions being bugged every few turns?
captcarrot 20 Aug @ 12:51pm 
Thanks for this mod! With this and couple of other mods the game becomes very fun to play.
The main remaining problem is that AI has a tendency to go visit far away lands. Even sending their own faction leader! (i.e. Adad or Ninurta going for a trip to Mediterranean)

Do you know if there is any way to prevent AI from sending its generals to the other parts of the map in the first few turns ? Maybe some rough workaround to force the AI to keep its generals close to its territories and ignore everything else that is far away at least until Collapse phase starts?