Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Shield Wall Revamped
61 kommentarer
DisavowedGhost 18 jul @ 6:43 
Doesn't work for me except that each unit does have shield wall and can move in it (but not form up right), everything else works as vanilla. Only tested in custom battle. When engaged in melee they cannot activate shield wall. When i draw a formation to move in shield wall they wont form up as a line. Each unit angles 30 degrees leaving their left sides exposed. Is this a custom battle only issue or does it only work in campaign? I feel if this worked it would be very OP... otherwise I don't see why a very well trained and disciplined unit wouldn't have this ability. If Alexander's phalanx could conquer the known world...
Spartan.117  [skapare] 19 maj @ 3:37 
Hello @wmettlen thanks for the feedback right now im having issue with my left arm its already hard typing, the syndrome is really painfull and its pretty hard for me to work for the mod right now im sorry for that if you want there is a another mod that modify shield formation you can try it. it took me more than 5 min to write this little message
酒干倘卖无 18 maj @ 9:54 
Please update:steamthumbsup::steamthumbsup::steamthumbsup:
wmettlen 11 maj @ 9:43 
still a lot of potential tho good work
wmettlen 11 maj @ 9:43 
also still cant disable the battle formations and its kill me lol
wmettlen 11 maj @ 9:40 
this is a cool mod but none of my units will face the right direction and if they move its in a narrow column or at a diagonal to where i sent them
Spartan.117  [skapare] 30 jan @ 5:02 
@vrend1ni can you tell me the name of the units the mods is missing please? sorry for the late response
Spartan.117  [skapare] 30 jan @ 4:56 
quick update now you can move while having shield/spear wall activated yeah its glitchy but atleast it does it job. I will keep it like this until i find a better solution.

@Phantom Menace
whats its not working? are you using other mods that might conflict with this one? thats pretty strange
Phantom Menace 4 dec, 2024 @ 10:19 
idk not working for me
bennydigitall 30 okt, 2024 @ 2:22 
Kelone is a bit OP. Would be great to have a version where only elite troops have access to Kelone.
vrend1ni- 30 sep, 2024 @ 4:21 
How to add kelone on some units theres Tier 5 Aeolia/Achilles Faction troops that has shield but has no kelone formation
Spadde 8 aug, 2024 @ 20:28 
New values for missile block is great! thanks alot
Ironkid 6 aug, 2024 @ 16:00 
in the unit card, i can see three formations; kelone, shield wall, and spear wall, but in battle i only see the option for spear wall and kelone
Spartan.117  [skapare] 6 aug, 2024 @ 15:46 
Sorry for that before my mod shield/spear wall formation would instantly break the formation when in contact with enemy units. With this mod atleast they keep the formation.
Ironkid 6 aug, 2024 @ 15:43 
oh ok, i thought i was suppose to click while in melee. thank you.
Spartan.117  [skapare] 6 aug, 2024 @ 15:41 
for shield wall use before fighting or you will be unable to use shield/spear wall formation what I did was removing "unable to use while in melee combat" they keep the formation but you cant click the button. Only Kelone formation is able to move while manteining the formation.
in pharaoh units are unable to move while in battle formation except for Kelone as I said before. Its a game design by devs. I tried my best maybe one day someone will try to make a better mod
Ironkid 6 aug, 2024 @ 15:41 
ok thank you. do you know why i can only see and use spear wall and not shield wall? i also cant seem to activate formations in melee, except for kelone
Spartan.117  [skapare] 6 aug, 2024 @ 15:37 
i reverted back a little bit now it does subtracting attack but only -7 instead of -12
Ironkid 6 aug, 2024 @ 15:34 
Kelone formation is adding attack, instead of subtracting attack. also i cant seem to use the wall formations in melee.
Spartan.117  [skapare] 6 aug, 2024 @ 15:26 
Done, now its 35% and for shield/spear wall 25%
METHODIUS 6 aug, 2024 @ 13:04 
35 is good cause archer can shoot at it .
METHODIUS 6 aug, 2024 @ 12:57 
Well, if it too much ,35 as before would be good . My unit melt too quickk by 15% in like 20 sec hahaha
the evil one 6 aug, 2024 @ 11:16 
https://www.youtube.com/watch?v=Qi6LNG3hcuk

Have you seen that from the base game btw ?
Spartan.117  [skapare] 6 aug, 2024 @ 10:53 
50% is too much :\ some units with shield frontal block chance +70% + 50% the bonus is going up again above 100% then enemy units will not focus it might go back to 25%
METHODIUS 5 aug, 2024 @ 7:30 
My suggestion is 50% misile parry would be good if archers not ignoring unit
.The current15% is kinda harsh since kelone formation/round turtle known to be one of the best formation for missile block in ancient history.

Try this
- + 50 or 40 missile parry
-melee defend +15
-melee attack +15

Anything else except for kelone u can just revert it to original version stats such as shield wall
the evil one 5 aug, 2024 @ 6:03 
:) well without your mod I was losing a General in 20 seconds in that battle, i was about to turn lethality? off to see if that made a difference
so for Generals I love the first mod but it was maybe OP
You'll get feedback over the next few days from others, see what they think of it
Spartan.117  [skapare] 5 aug, 2024 @ 6:02 
sorry but for the Kelone Formation Tpose I can't do anything about it sadly CA need to fix this. We should report to CA
Spartan.117  [skapare] 5 aug, 2024 @ 6:01 
alright I did add 10% melee attack bonus and 15% defense melee bonus for Kelone formation
and 10% melee defense bonus for shield/spear wall
METHODIUS 5 aug, 2024 @ 5:58 
hey man , it is better now archers not ignoring my unit .Maybe adding more melee damage & defense would be good since u have nerf missile block chance.This would balance the formation.

However that crucification poses without shield and sword still happen . It happen only for sword and axe unit:steamhappy:.
the evil one 5 aug, 2024 @ 5:55 
Yep they routed all 4 with 40 to 50 dead in each unit out of 90
focus fire they hit them one by one mostly, didn't see the extra unit first time so they had 3 renowned armoured slingers and one bow unit
That seems fair enough to me firing at stationary targets, is it roughly what you intended ?
Spartan.117  [skapare] 5 aug, 2024 @ 5:51 
Did AI Ranged units manage to route 4 units in kelone formation? its working better now?
the evil one 5 aug, 2024 @ 5:48 
No other settings changed btw everything base game
the evil one 5 aug, 2024 @ 5:43 
Redownloaded the mod,Did exact same battle, first battle of the game, this time they routed all 4 units
It's the first battle for Agememon if you want to try it . I just sent the 4 militia sword forward far enough to trigger range fire and left them in kelone
Spartan.117  [skapare] 5 aug, 2024 @ 5:33 
seem like Kelone+shield frontal block chance added over 100% block chance of course the AI gonna ignore it. now should work and AI should focus a bit more.
Spartan.117  [skapare] 5 aug, 2024 @ 5:30 
i mean ♥♥♥♥ it ive reduced kelone missile block chance to 15% and shield wall to 20%
Spartan.117  [skapare] 5 aug, 2024 @ 5:22 
thanks everyone for the feedback
Spartan.117  [skapare] 5 aug, 2024 @ 5:17 
I will reduce it a little more let's see how IA behave this time
the evil one 5 aug, 2024 @ 5:15 
yes they shot at the kelone formation , does losing 18 men to 2 slinger and a bow unit sound right ? did notice that if you move any other unit into range they all focus fire the new unit and ignore the kelone ones but that is intended I assume
Spartan.117  [skapare] 5 aug, 2024 @ 5:10 
@KillWonder no I did not im not touching anything graphics related.
@The Evil one thats mean now they are shotting at kelone formation?
the evil one 5 aug, 2024 @ 5:07 
Just testing now, start army, 4 mac militia sword in kelone( in forrest) and 3 renown slinger one bow unit firing at them lost a combined 18 men before they ran out of ammo
but they fired at them which is the point
Only your mod installed
KillWonder 5 aug, 2024 @ 4:50 
DId you turn off arrow trails?
Spartan.117  [skapare] 5 aug, 2024 @ 0:07 
so uhm ive reduced once more the missile defense from 65% to 35% maybe now they will target kelone formation.
please more feedback.
SilVerMaiNe 4 aug, 2024 @ 18:30 
I love this formation however the enemy archers does not target my units when they are in Kelone formation.
the evil one 3 aug, 2024 @ 6:28 
This is the only mod I missed from Pharaoh and the only one I have for the first run of Dynasty would be perfect if you could just add the gatling gun unit from sho fots to compliment it :)
KillWonder 2 aug, 2024 @ 22:12 
Great ideas. But I don't think every unit with a shield should be able to form shield wall or Kelone. It required alot of training and disciple during battle to maintain it.
fdream 2 aug, 2024 @ 6:57 
The squad needs to be arranged in a rectangular shape...pls
METHODIUS 1 aug, 2024 @ 12:53 
I hope u can find the issue:steamhappy: cause they really change the way battle A.I behave in dynasties .Its not the same as original pharaoh .
Spartan.117  [skapare] 1 aug, 2024 @ 11:43 
is the same mod after all nothing has changed. its a game issue i guess
METHODIUS 1 aug, 2024 @ 11:25 
So ive tried your mod in original pharaoh , it just run fine . Archer just shooting like normal .
METHODIUS 1 aug, 2024 @ 10:50 
I dont think reducing the missile defense make differences . Mybe its A.I pathing issue ?