Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Increased Zone of Control
46 Comments
KillWonder 14 hours ago 
This is excellent. Thanks!
gRandaL 22 Sep, 2024 @ 12:09am 
What an interesting development!! Now, this amazing mod can be play with radious! Thanks for your excellent work sir. :steamhappy:
atish_32  [author] 21 Sep, 2024 @ 1:39pm 
@gRandaL - should be working with Radious now. I forced my mod to load last with a prefix on the data table, idea from Radious. Please test it and revert. Also = enjoy! :)
gRandaL 15 Sep, 2024 @ 10:22am 
I'm just a humble mod user. There are many mod that come from experience/brilliant tw player/modder combine with historic & strategist mind modder. Your mod is one of them & I salute you for your masterpiece. :steamthumbsup:
atish_32  [author] 15 Sep, 2024 @ 9:20am 
@gRandaL - also - flattery is the key to my heart (haha) - thank you
atish_32  [author] 15 Sep, 2024 @ 9:15am 
@gRandaL - I thought it might be a simple load order issue, but I just tested and indeed its not working as intended. Let me investigate a bit and find out what might be causing it. I'm open to any ideas you might have as well.
gRandaL 15 Sep, 2024 @ 4:57am 
Yes. After 2.0.2 update, Radious take time to update. Im using all mod (including your brilliant mod) except outdated radious mod and all is fine until recent update from radious, this mod seems not working. Your mod sir, is important and really immersive with strategic planning, where an army or fort can block some strategic pass which make the player and ai to decide which direction to pass or attack. :steambored:
atish_32  [author] 15 Sep, 2024 @ 3:03am 
Just posted an update, now the script is also on fort detection and dismantle duty. Let me know if you find bugs, weird behavior or have suggestions.
atish_32  [author] 15 Sep, 2024 @ 3:03am 
@axossk - yeah, since the fort got dismantled all units inside get a free ticket to the oblivion circus.
atish_32  [author] 15 Sep, 2024 @ 3:00am 
@gRandal - did you test it and was it incompatible?
gRandaL 15 Sep, 2024 @ 1:52am 
can you make one that compatible with radious?
axossk 14 Sep, 2024 @ 3:20pm 
My army was garrisoned in a fort.
atish_32  [author] 14 Sep, 2024 @ 1:49pm 
Yes, I'll add in the script the trigger to dismantle upon fort construction if its close to settlement. And yes, I've witnessed that the overlap also prevents AI from attacking.

Losing your own garrisoned army upon load is strange - was the army garrisoned on a fort within a ZoC of a settlement, or garrisoned in the settlement?
This is strange and this mod does not (afaik directly) affect settlement garrisons. Possible conflicting mods?

Thanks for the feedback.
axossk 14 Sep, 2024 @ 11:58am 
I have no clue of what kind of code is accessible for modding (my only xp with total war modding was variable tweaks for shogun).

I know games with modding tools allowing modification or override of hardcoded functions.
This may allow to add a distance check when building a fort.

If you have access (if it even exist in the code) to the trigger event of fort construction, you could run your script at this moment, only for this specific fort. This may be very performance friendly.

On another topic, I also lost my garisoned army when loading the save.
Does the overlap also prevent AI from attacking ?
If not, I suggest to skip the player forts in the script.


As a dev/modder I know how much this kind of unexpected struggle can be frustrating, thank you for your work!
atish_32  [author] 14 Sep, 2024 @ 9:39am 
P.S. on ii) c) preventing construction is what i initially sought for, but I only found 1 hardcoded trigger for that in the scripts and it was only for the player faction (an user interface function) - meaning i assume it wont work for the ai.
atish_32  [author] 14 Sep, 2024 @ 9:33am 
c) YES, this was how I was initially doing it, upon fort construction detection i wanted to run a script to dismantle it if it was close, but the initial debugging was arduous and i always had the concern of it slowing down the game (it actually might not even affect it much) - so i switched midway to game load to simplify. However, now that its working for game/load I think it should be easier enough to replicate for fort construction triggers or turn end triggers - what do you think?

Appreciate your thoughts!

(3/3)
atish_32  [author] 14 Sep, 2024 @ 9:33am 
b) i wish i knew how to do this, i wouldn't have to resort to scripts dismantling forts (lol) - in all seriousness - this is the elegant solution which i initially tried to figure out but couldn't - i think i would have needed to have deeper access, knowledge and control of the game's internal mechanics to affect this, because as it stands i'm not aware of any script, function or database entry (accessible to modders) to edit that kind of interaction (and i really really looked hard through it all).

(2/3)
atish_32  [author] 14 Sep, 2024 @ 9:32am 
Hey axossk, thanks for the feedback, a few questions and thoughts (I like open discussions).

i) when you say "annihilate garrisoned armies", you mean the fort army of 10 units, right? not the army garrisoned in the settlement (god i hope not) -- indeed, this is the downside to running on game save/load.

ii) discussion of solutions - thanks for this brainstorm btw

a) this is technically possible, but I would have to mess around with starpos, which i prefer to not unless i have no other choice, it doesn't work with ongoing campaigns and massive mod compatibility issue - could be a longshot tho.

(continued in next comment)
axossk 14 Sep, 2024 @ 6:55am 
The scripted destruction of forts anihilate garisoned armies.

If zone_of_control_land_radius applies to both armies & settlements/forts, I see 3 potential solutions:

- manualy move regional building slots away from towns to prevent overlaps
- allow the attack of overlaping forts through towns ZoC
- prevent construction of overlaping forts or run the detection/destruction script every time a fort is built

Imo this mod is mandatory, but the scripted destruction can break balance.
I just had this situation where you can't attack neither the settlement or the fort, had to save/load to fix it, leading to the wipe of the entire enemy army, leaving he's last settlement naked.
愛國の最強伝説-東雪蓮 11 Sep, 2024 @ 10:03pm 
Hey, thank you, I found the reason, because it conflicts with other mods.You must have spent a lot of time debugging the mod, thank you very much:steamhappy::steammocking:
atish_32  [author] 5 Sep, 2024 @ 5:06pm 
Hi all, I've uploaded an update to overcome the 'can't attack fort overlap with settlement' bug. I made a script which upon game load, checks all forts in all regions, and if it detects that the fort is within the settlement ZoC, it gets dismantled, refunds the resources to the faction, and issues a 'fort dismantled' event message (for the player faction).

Although I'd wish for, and tried hard to, develop a script which could dynamically alter the ZoC - given the architecture of the game and my own lack of skills/time, this proved to be too difficult to do (because there's only 1 variable associated to it). So this is a next to feasible solution I could come up with. I also thought it best to run it at game load instead of every turn or new building detection to make it run smoother and not lag the gameplay. As far as I could test, it doesn't even impact much during the game loading.

Any comments welcome.

P.S. Also - I'm sharing that I took embarrassingly long to debug this.
atish_32  [author] 5 Sep, 2024 @ 3:00am 
No worries - can you give more details? - the zone of control doesnt increase, is that it? - do you have perhaps have other mods (which may be conflicting)?
愛國の最強伝説-東雪蓮 4 Sep, 2024 @ 9:06pm 
:steamsad:Sorry! my English is not good, My mod has no effect
atish_32  [author] 4 Sep, 2024 @ 3:23am 
@愛國の最強伝説-東雪蓮 - hey thanks - can you tell me what do you mean exactly?
愛國の最強伝説-東雪蓮 4 Sep, 2024 @ 2:30am 
Why is my archive invalid:steammocking:
愛國の最強伝説-東雪蓮 1 Sep, 2024 @ 9:22pm 
Thank you very much for making this:steamhappy:
atish_32  [author] 27 Aug, 2024 @ 2:50am 
Hi @dukenathan, thanks for the kind words - I've been going through the code in my spare time, trying to find a way to write a script to reduce the ZoC of the fort if it overlaps with a settlement - but goddamn this script.pack is a labyrinth and finding what works and doesn't is alot sherlock holmes stuff.

Side rant: My current thinking is running a script every time a fort gets built anywhere on the map, checking for overlapping of the ZoC with a settlement for that fort, and if it does, reduce it to a very small number so as to be non-existent. A large chunk of the script skeleton is done - however - I've hit roadblocks in a few details which I'm trying to creatively overcome (e.g. how to properly get the map x.y position for the fort; how to actually reduce the ZoC once its been detected, etc).
dukenathan 24 Aug, 2024 @ 11:00am 
Hi author,
Ammon (in SE Canaan) the fort overlaps with the settlement and I couldn't attack either the fort or the settlement, so I had to turn off the mod.
I'll turn it back on after I take it, though, it's a great mod! You were bang on when you found this issue, and I appreciate you doing something about it :steamthumbsup:
atish_32  [author] 20 Aug, 2024 @ 9:01am 
@Vagabond - thanks for reporting - for now, try starting the game in launcher, deactivating the mod, and then clicking on "continue campaign" to load your latest save (important as otherwise the game wont let you load your campaign), and then attacking the settlement/fort or whatever - and then afterwards you can turn on the mod again.
VAGABOND 19 Aug, 2024 @ 7:12am 
HI i am having an issue with Gehes
atish_32  [author] 16 Aug, 2024 @ 4:15am 
Hi all - Band Aid Fix - I updated the mod to slightly reduce the land ZoC, so now its x1.6 instead of x2 - now most forts should shouldn't overlap with settlements (that I could check). There may be a couple of exceptions in some islands (Dionysius faction islands) where the fort may still be really close to the settlement and the issue might still come up - I'd appreciate if anyone's still having issues to give feedback (w/ the settlement name please and/or save file for testing).
atish_32  [author] 15 Aug, 2024 @ 1:34am 
@Faleg - Yes, I noticed that, and it's similar to what @A Caveman reported and I myself seen for land settlement. Unfortunately the current fix is deactivating the mod, reloading, taking the settlement, and re-enabling the mod. I'm investigating a fix.
Faleg 14 Aug, 2024 @ 12:37am 
It's a really good idea, but it makes taking some settlements on small islands impossible, as you can't even land a ship on them.
atish_32  [author] 11 Aug, 2024 @ 2:40pm 
@micaeper2 - Unfortunately, I don't think so - the problem is that in the assembly kit for modders, there is only 1 entry for zone of control land, and another for sea, and they affect ALL entities, including towns and settlements. I don't see how that could be easily done, outside of running complicated scripts on every turn/mouse click.

On @Joeaniator1's point - same issue as above, I'd really like to have a zone of control tiered by unit size, but it runs into the same issue. After investigating a bit - The script would most likely be too complicated and convoluted - a script running every time you click on a different army or settlement or fort. This probably would lead to slowdowns and weird effects I can't even tell.

Unless there's some genius out there who knows of another simpler way (I'm a newbs at this btw and prefer simpler and effective approaches) - this looks to me like a request for CA to consider implementing.
micaeper2 11 Aug, 2024 @ 2:57am 
Could you make a mod where only the control area of ​​the forts is changed, please?
atish_32  [author] 11 Aug, 2024 @ 1:29am 
It also happened to me once as well - I kept wondering if it was the old total war colonel bug or an issue from the mod. Didn't reach a conclusion, thanks for pointing it out. Anyway I think deactivating and reactivating the mod should solve it.

(side note, reminiscing: I remember the days of old shogun 1 and medieval 1 where armies moved across provinces - more akin to a tabletop game which made it more natural to me - that's what the newer total war kind of lost in the transition to "open world map" format and led to weird ai behaviors)
A Caveman 10 Aug, 2024 @ 4:32pm 
It's a good mod, but I did notice that it does occasionally make it impossible to take a settlement when the zone of control overlaps with the zone of control of a fort. This has only happened to me once, so far.
Elianus 8 Aug, 2024 @ 6:28am 
Brilliant idea. It is infuriating how what essentially represents a faction's entire military can just walk by( in open terrain no less) and sack your outposts. There is a reason raiding parties were historically small.:steamthumbsup:
the Baron 8 Aug, 2024 @ 4:27am 
Great idea!!! +1
atish_32  [author] 8 Aug, 2024 @ 2:42am 
Hi @Joeaniator1 - yes! I had initially envisioned it like that, and want to further upgrade it given time - however - I'll need to make a script linking unit size to zone of control, check other effects, and test it fully. I'm still figuring things out so give me some time, and I may make the upgrade.

Thanks for the appreciation guys!
Joeaniator1 8 Aug, 2024 @ 1:39am 
Is it possible to have the zone of control tied to the amount of units in the army/ outpost so 1 unit has no zone of control but a full 10 in fort has as large as a 20 stack army. Could increase increments.


Would make sense for 1 unit of swords in a fort to have the same area as a 20 stack army
RexJayden 7 Aug, 2024 @ 10:15pm 
Now this is (Extra Helpful)! :Monokuma2_DGR::steamthumbsup:
Hexagoros 7 Aug, 2024 @ 9:50pm 
Perfect.
E 7 Aug, 2024 @ 8:38pm 
This is brilliant.
KillWonder 7 Aug, 2024 @ 3:37pm 
Thanks for making this mod. I have been waiting for someone to do it!
A Caveman 7 Aug, 2024 @ 3:17pm 
My favorite mods are the sorts we make for ourselves. I'll give this a go on my next campaign, and let you know what I think.