Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Kendji's Flavour Pack
102 Comments
Kendji  [author] 10 Jul @ 6:29pm 
Yes your grarrison will increase and their modular now. Many outposts provide 3 garrison units and you can build all forts. I've seen in mid-late the garrison size going past 30 for the AI and even 40.

As to the easyness of it, yes and no, In many ways battles feel easier, but I still win/lose campaigns at the same rate. I'd say the biggest factor in this is the way cheats work for the AI vs in vanilla. You see, as the campaign progresses, the AI will consolidate, build better economies and so on. You'll end up with big powers late game. As to the AI modding its ongoing, I keep improving one thing, finding I broke another :D
Amyntas 10 Jul @ 1:07pm 
I understand the design philosophy with garrisons, but it makes the game a bit too easy i think -- especially early game.
Amyntas 10 Jul @ 1:05pm 
is there a way to increase garrison size? Love the mod! Just want the AI to have a bit more oomph when I besiege a city.
Kendji  [author] 4 Jul @ 5:26am 
It is, it even was so for a while, you see in Linear B the letter for L and R is the same and scholars have arbitrarily decided to encode it in R only. I got shit for having manually went in and made them L when they were obiously L. Got accused of creating my own transliteration standard deviating from academia. Plus now most Greece is like this so I'm not eager to go through everything again and determine what should be what.

However, if your fumiliar with RPFM, its fairly simple to edit yourself if you already know what to edit. Its in .loc files, basically text files. :)
LEGIO_XXX_ULPIA 4 Jul @ 2:52am 
@Kendji: first,I want to congratulate you. great job! Then a question. Is it possible to change the name of the settlements? For example I want to change the name of Sparta to Lakedaimon...with an L and not with an R.
Kendji  [author] 2 Jul @ 5:36am 
There is for unit names here: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3380617417
As to titles, I've tried to add a translation in the description of said title or ancillary.
While personal names were before this in Hittite Egyptian etc. and I've essentially just added more of the same.
A full translation, that doesn't exist unless ofc somebody wished to make a similar sub-mod as for the unit names but for the rest as well. :)
vinnjw 2 Jul @ 5:32am 
That was really helpful thank you so much, and it worked with those mods i could select the deity.
I think youve made a fantastic work with the names and it all but its a lil confusing for me, are there and mod that can make general names and cities in english under your mod?
Kendji  [author] 1 Jul @ 11:11am 
You can't. In order to get Yahweh, you need: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3347525868&searchtext=expanded+pantheon
That mod requires another mod that edits startpos and then you can't use other startpos mods.
What this mod has attempted to do in this respect, is to have a more generic Akhenated legacy, Aten is now named the 'Deity'. As a generic deity. You can combine thologies as happened originally with the later Jewish Yahweh, with combining Yahweh and El.
This mod does not mod startpos. So it's compatible with a number of startpos mods bc of it, but also bc of it cannot bring Yahweh as part of the pantheon of Gods.
vinnjw 1 Jul @ 10:55am 
Hello im so pleased with thios Mod, im just not understanding how you get to worship Jehovah cause you can build the temple but its nor available for worshiping, why is that? thanks in advance.
Kendji  [author] 20 Jun @ 1:31am 
Thank you :)
Coffeetime 19 Jun @ 5:02pm 
I appreciate the answer and your work. -Coffee
Kendji  [author] 19 Jun @ 11:59am 
The game has a bunch of text in it. Like name of settlement, generals name, different descriptions, gods names and so on. These are stored in .loc files in the gamd files. Short for Localization. So a Localization change is me making changes in these files.

Sometimes their bigger and more noticable, like nuking Aten to the Deity or changing unit names to Hittite, Akkadian etc. Sometimes simple spelling fixes.

I make a lot of these, and I mean a lot. Keep when I made what change is time consuming so I shorten it to localization changes often.

Last I did some minor spelling stuff and created localization for the new Hercules/Erakere title I added for Greece. Which may not be noticable if you play Elam or what not. :)
Coffeetime 19 Jun @ 10:30am 
Can you explain what localization changes is. -Coffee
Kendji  [author] 13 Jun @ 1:16am 
@alexander.ecole I checked, there is the phar_map_legitimate_child_chance_mod, the modifier to affect how child barring your character is. While in Vanilla Ishtar gives fertility 15-25% and Traits -3 to +15. Howerver if your using the the Character traits expansion can give you -90 to +60% in fertility. Meaning in practice you can end up with only a few % chance to get an child each turn. I noticed Yehošua becoming barren first after having enabled this mod. I think this is the 'issue'. If your not using this mod then this issue should not occur and I'm back at square one. :)

Working Joe's 'trigger' list: (What causes what)
https://steamproxy-script.pipiskins.com/workshop/filedetails/discussion/3331938787/6655846466489681338/
Cuckold, Degenerate, Girls, Attractive, Ugly, Fertile, Barren, Arse affect fertility in this mod.
Kendji  [author] 12 Jun @ 2:52am 
That's why I think it's related to an trait, if you lose it you can get kids again. So it may not be 'solved' je maj just be shooting blanks but by dping something it can get removed :D
alexander.ecole 12 Jun @ 2:36am 
Not sure what happened, maybe it was just a glitch that happened in the last few play through, but now it seems to have solved itself and now, i'm getting heir and children like normal, thank you for your quick responses though.
Kendji  [author] 11 Jun @ 1:32pm 
I've seen this issue for months, tbh honest with you, haven't tested Akireu, but it did not much bother me with Yehošua. Since I rp it, Bible doesn't mention him having children. If it does I missed it at my last read. So I thought it was fitting. All other factions had no such issue.

Glad you like it, always makes me happy when others too like it. :)
alexander.ecole 11 Jun @ 1:21pm 
Thank you, i was worried it was only me, but your mod was the only one that updated, thank you, honestly this mod breath level of life into the game that the dev sadly didn't get a chance to.
Kendji  [author] 11 Jun @ 1:18pm 
There are personal traits and fertility factors individual to characters. However I haven't invastigated this. I started noticing once I enabled the character traits expansion. My current working hypothesis is that the characters may have lower fertility, and then an trait they start with lowers it further. However, atm I don't know and haven't investigated this.
I can confirm that I'm seeing it though
https://youtube.com/watch?v=l4lawLVit58
Once I get some time I can look into it, see if I find anything, though no promises :)
alexander.ecole 11 Jun @ 1:08pm 
Yehošua, but i have also been playing as Akireu and its taking after many turn and a wife from the very beginning i still have no child or heir. is this a new modification that happened with the last update.
Kendji  [author] 11 Jun @ 12:59pm 
Depends, which faction? Yehošua often seems less fertile in my gameplays. He can produce ofspring but rarely. Atm Playing Wilusa without issue. Babylon, Kush has previously not had an issue.
alexander.ecole 11 Jun @ 12:28pm 
This issue has only emerged as of the most recent updates.
alexander.ecole 11 Jun @ 12:16pm 
Has anyone else, had an issue that causes you faction leader to not create heirs/children, other than that everything work just fine.
Kendji  [author] 24 May @ 11:24pm 
No problem, happy it's fixed :)
Numb 24 May @ 5:22pm 
i had to just reininstall and it worked sorry for making you worry brother
Kendji  [author] 24 May @ 3:15am 
From experience with people reporting problems, often their related to a unit mod and this or then two other startpos mods cancelling each other out.
Numb 24 May @ 2:13am 
it worked befire the update im gna test out what mods it is thats conflicting with urs
Kendji  [author] 23 May @ 2:29pm 
Hmm, I can't replicate it, works fine for me, the update was only text/localization edits, not database, unit, script or other mods. Fairly minor stuff. I re-issued the update, in-case the mod got corrupted on Steam's end, just in case. When did it work last? What faction have you been playing? and Have you added or removed any mods? :)
Kendji  [author] 23 May @ 2:18pm 
Hmm, investigating....
Numb 23 May @ 1:21pm 
crashes now
Kendji  [author] 17 May @ 10:37am 
Not really, Windows isn't really worth the hassle and pain of it just for one feature missing from one piece of software. :)
Arnoldo Boczelli 17 May @ 10:29am 
Pity. I hope that You will do it someday.
Kendji  [author] 17 May @ 8:27am 
Want to yes, can? No. I'm on Linux so modding startpos is a bit problematic atm. In order to add them I would need to be able to mod startpos. If I could mod startpos I would rearrange the borders to more historical, change positions if Egyptian characters add factions.

Thus the bad is just that, atm as it stands I can't due it due to platform limitations. But, since can't do it, it also means this mod isn't a startpos mod and thus is compatible with other startpos mods. One could thus in theory develop this and just design it to be compatible with this mod. Someone just has to do it. :)
Arnoldo Boczelli 17 May @ 8:10am 
I know they are in other projects.
Arnoldo Boczelli 17 May @ 8:10am 
And more Sea Peoples?
Arnoldo Boczelli 17 May @ 8:09am 
Good job 👍 You wonna add playable Knossos to this mod too?
Guido63 17 Apr @ 3:17am 
Hi n.pedrazalis... Kendji told me you fixed the empty battle tanks bug... can I kindly ask how you did it?:steammocking:
Kendji  [author] 12 Apr @ 1:24pm 
The unit names already have one such mod (make sure that mod is below this mod in load order). As to all place names, personal names etc. theres literally thousands of names, I'm not very eager to go through that mountain of work again :)
hamr57988 12 Apr @ 12:54pm 
can you make a mod which change the language and names to english
Kendji  [author] 6 Apr @ 3:13pm 
Just remember, it's an startpos mod, if you have more than one enabled at once, they can override parts of each other. My mod isn't one, but Alex Zhao's Community Bug fix for one example or the family tree mod for another are. In those cases you may be forced to choose which to keep :)
tricojuan 6 Apr @ 2:57pm 
Sorry! i did a little research in my modlist mod by mod and i found that https://steamproxy-script.pipiskins.com/workshop/filedetails/?id=3305127694
was the culprit, it had a bug with latest update but acording to the autor it should be fixed by now,

Thanks a lot!
Kendji  [author] 6 Apr @ 2:15pm 
Haven't encountered this before, you have a few example cities where this applies so I can check? :)

The renames wouldn't do that but some lua code might. However I don't recall having messed with this Lua though. :)

Glad you like it! :)
tricojuan 6 Apr @ 1:54pm 
First i got to say that this is without a doubt the best mod this game has, thank you for that!

However i'm having a problem, i don't know if this was already reported but, could it be that the renaming of cities to endonyms meeses ups with victory objective counter? i have conquered some cities that don't appear as conquered in the victory objectives, could it be a name matching issue? it sounds stupid but i don't know which other mod could be the culprit
Kendji  [author] 5 Apr @ 3:37pm 
Yes, combining mods isn't always easy, I myself scratch myself in the head somethimes, np :)
n.pedrazalis 5 Apr @ 3:21pm 
thank you very much man , it was the load order i managed to resolve it there is no problem with the mod :)
Kendji  [author] 29 Mar @ 1:35am 
I can see your using the Historical unit size mod, which I am too, though I suspect you'd get this issue regardless. Every unit should have an unit card, and the unit sizes should be uniform, all chariots should be in 50 sized units, all infantry in 250 men companies. Etc.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3454083981 (this is how it looks for me)
From experience I know things that do this is if one use an unit mod that edits the same units. Say the Dunanu chariots, bc now the unit's chariot count is back to vanilla, but it's men count is not, so the games scratches it's head on what to do with the extra men. I think your using another unit mod, which isn't compatible with KPO. :) They'd have to make an compatibility patch or similar for it to work :)
n.pedrazalis 28 Mar @ 6:11pm 
https://postimg.cc/bZBbsGJx i mean graphical the units in the middle of the chariot horsse
Kendji  [author] 23 Mar @ 11:27am 
'Glitches'? you mean those city banners?
n.pedrazalis 23 Mar @ 10:50am 
Hey mate no matter what i do there are glitches on the flags of factions like thracians pleasse solve it
Kendji  [author] 16 Mar @ 10:17am 
Heads up to @all
-The next update in the coming days will mod the garrisons and the trading post outpost (it will be turned into an village). The Garrison mod will probably nuke your garrisons for a few terns before they replenish. You can negate these effects by preventing the update in your steam updates or take it while your faction is at peace and you can safely recover garrison strengths. :)
Current mod version is u345 (see change log above), this concerns the coming u346 and beyond.