A Total War Saga: TROY

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  1. mike56
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    Is it normal that in the game launcher I cannot see any installed mods? I think I did all the installation correctly but then when starting a new game the light units have 90 troops, which I don't think is how this mod was supposed to work. I'm playing in Epic.
    1. InquisitorOverhaulsReturn
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      Hey man thanks to response! On my end everything is normal... 

      Do you play on ultra unit scale? Try changing unit scales and see if it works... My mod manager on Steam works fine :/ 
    2. mike56
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      No problem my dude, I got it to work, it seems that in Epic for the mods to work I have to place the .pack files in a separate folder inside of a "mods" folder, not just inside of the "data" folder as you said in the installation instructions. Cheers and thanks for your work!
    3. InquisitorOverhaulsReturn
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      I hope you enjoy! Ask anything you want man! 
  2. Rams128
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    i really love your work , very well done !
    excepte one thing for me :  missile unite with 2 ammo, i think its a lil bit abusing, it remove practically archers from the game, why have archers units on my army if it will only make 2 volley and turn to bad infantry ? i think at last 5 ammo base and upgradable to 10 with a lil débuff of damage, will suite wonderfully with your mode, excepte for that, you did a great work !  thanks.
    1. InquisitorOverhaulsReturn
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      Thanks a lot for these kind words!! 
      I chose default 2 ammo for start. Heroes and Technology improve this. Open the wood tree in techs and you will see that every technology increases ammo, so when you go later in the game your units have 4-5 ammo :) <3
      Envoys also increase ammo! 
  3. hionmaiden93
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    elite troops costing 7400 food at turn 1 is just a bit mental lol. Means you have to do your start attack, then take a city then you're left with no food, meaning you can only hold your main hero with one or so basic troop which still cost 742 food upkeep. Bit crazy don't you think? i know it's based around the buildings/tech tree, but any faction who doesn't start with a food village is fucked. Achilles doesn't, so -14k food from turn 1 isn't fun lol. I'll stick to Radious and just use your tech tree since i like that at least.
    1. InquisitorOverhaulsReturn
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      Thanks for trying. 

      "Mental". Is not the word. If you read the mod descritpion. You would see that the whole idea of the mod is to stop mass produce from turn 1. Let me copy paste it to you:


      „Why these changes?“
      Well, I always hated how in pretty much every total war, you play 10 turns and everyone already has full 20 units stacked army. In my opinion, that is very bad and you should not be able to stack armies and muster them so easily. This mod changes that. Among tons of other things. Now you really need to build up economy in order to field most elite army. Me being Age of Empires player, it was actually my first game when I had 10 years. Always loved the aspect of having huge economy first, then building army after. I tried my best to make it like that in Troy. My overhaul is like a mix of Age of Empires / RPG / Total war."


      You do not play my overhaul like you play vanilla game. You turtle, you research technologies. Investing early into food technology will give you enough units ( low tier ones ) to siege food settlement and capture it, then again slowly expand. This is not a campaign that you win in 50 turns. 

      Edit: Even food settlements dont give advantage to AI. I made sure of that. Because food settlements give 500 food default, and then 3500 on HIGH INFLUENCE". Until they get high influence they are irrelevant :)

      But calling it "mental" is a bit rude. 
    2. hionmaiden93
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      By mental I specifically meant this is pretty excessive upkeep costs, not saying the idea is mental,  I tried an actual playthrough as Achilles and there is an apparent issue with the mod for the AI. Once you get a bit through the tech tree and building upgrades it's a lot better, but the AI is too dumb to build these things right.

      turn 70 or so i have 3 full stacks, only ONE other ai i have seen with a stack of 14. they literally can't do anything, not sure if this is intended, but if my supply chain is sorted that well then there are issues where the AI doesn't build food buildings. I noticed this in pretty much every faction I conquered.

      On "truth behind the myth" it appears that Mythical units have base upkeep, i saw this on centaur scouts/the other centaurs. I only play this mode due to preferring my heroes to be alone, but figued i'd at least say that mythical units need looking at??(unless this is only for historical)

      It also makes any faction who actually can sort out food supply lines stomp every single other faction. So as achilles, with light swordsmen they're pretty good light troops, i have over half the tech tree done, crazy stats, it's just more economically viable to spam these than even bothering with the medium tier troops since they're like 2700 upkeep for me vs 600 or so for the lights, so i can get 4x stacks vs 1. this to me makes the medium troops redundant because they're base stats are barely even higher than these light troops in the first place.

      Also ranged units, why only 2 ammunition at base everything? i tried a few auto battles and 4 stacks of slingers got 0 kills, this is with a slightly upgraded wood tech tree, they seem pretty useless so if the AI even gets them I imagine they're not going to do anything. This isn't a criticism, it's just me wondering why the ammunition is so low, even with some military infrastructure the AI just does what it wants for building compared to actually building what it will need to supply what the troops require.

      Also, I actually prefer playing non vanilla. Vanilla isn't amazing, Radious solves a ton of issues, but the one thing about Radious i detest is the ridiculously low upkeep, seeing hundreds of full stack armies also slows turn time down rapidly. This mod helps that significantly but it seems to be the AI is stuck figuring out what it should build, in most cases they don't build what they do need lol.

      All I can figure is the AI needs some sort of scripting to make it prioritise specific buildings to get it's economy going, also any faction that doesnt have a food village to start with WILL be pretty much screwed in the base game. Only thing I can think of to resolve that is to give every faction without a food village/ports a base food income that gives them a similar amount to the food factions at the start, that would take a lot of time though. I'll try another playthrough as a different faction to see if any other AI not around achilles area does build right
    3. InquisitorOverhaulsReturn
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      "turn 70 or so i have 3 full stacks, only ONE other ai i have seen with a stack of 14. they literally can't do anything, not sure if this is intended, but if my supply chain is sorted that well then there are issues where the AI doesn't build food buildings. I noticed this in pretty much every faction I conquered."

      - THIS is interesting.. because my Argos campaign is turn 207 (just looking at it) and there is plenty of factions still in the game. 36 factions are still in the game. Amazons have 5 stacks, approx 15 units. Achilles has mass armies. Acadians and Spartans also have massive armies. In this playtrough Troy got s*** on, but it veries. On my Mycenae campaign, Hector is pushing me in Greece.. with mass stacks and elite units. I guess this is just coinflip... all I can say is that I modded the AI, to try to use highest tiered units in the game, if he has resources for it.

      "It also makes any faction who actually can sort out food supply lines stomp every single other faction. So as achilles, with light swordsmen they're pretty good light troops, i have over half the tech tree done, crazy stats, it's just more economically viable to spam these than even bothering with the medium tier troops since they're like 2700 upkeep for me vs 600 or so for the lights, so i can get 4x stacks vs 1. this to me makes the medium troops redundant because they're base stats are barely even higher than these light troops in the first place."

      Ok so, that is not the case in my campaigns, because AI will trade food for other resources, depending on each personality of faction. Some factions are expanding, some are not. Some are just turtle. 
      Regarding light troops, and units stats in general... they are massively changed. You may see unit has 150-200 attack late game, but I assure you. It is not so op, why? - Because combat is calculated differently in my mod. Base chance to hit is 0. Thats right.. 0... so example: 

      Unit with 100 attack is attacking unit with 50 melee defence: this means attacking unit has 50% chance to hit an enemy. (100-50 = 50)
      So late game units, have around 150 to 200 attack, but also enemies have 120-150 melee defence. After they research all techs. So even late game, chances to hit are 60-80.. some are even less. That being said, light tier units have small numbers (75) and every heavy tier unit will eat them.
      75 units cant stand against unit of 200 heavies. Especially not if they have javelins at charge. They massacre them. The main idea with units is that... early game you need light tier units. Then you scale to medium, and then at 100 turns+ you make one full scale army with 200. Then, since you have a lot of food late game, you can use light tier units to garrison settlements. Because default garrison cannot go against any army late game.

      Also ranged units, why only 2 ammunition at base everything? i tried a few auto battles and 4 stacks of slingers got 0 kills, this is with a slightly upgraded wood tech tree, they seem pretty useless so if the AI even gets them I imagine they're not going to do anything. This isn't a criticism, it's just me wondering why the ammunition is so low, even with some military infrastructure the AI just does what it wants for building compared to actually building what it will need to supply what the troops require.

      Ammunition has to be low, because missile damage is massive. I hate how in TW games, you shoot 20 volleys and only few people die. If you bombard someone with arrows, they obviously die... but obviously, for balance reasons... I cannot let units have more than 2 volleys... 1 volley of heavy archers kills entire unit. Imagine if they had 20 ammo... you could spam archers everywhere and it would be really dumb... I mean you can spam them now, but if you dont kill everyone with 2 volleys you are dead... 

      Also, I actually prefer playing non vanilla. Vanilla isn't amazing, Radious solves a ton of issues, but the one thing about Radious i detest is the ridiculously low upkeep, seeing hundreds of full stack armies also slows turn time down rapidly. This mod helps that significantly but it seems to be the AI is stuck figuring out what it should build, in most cases they don't build what they do need lol.

      Trust me... modding AI in TW games is pain in the ass... it's so hard... I am attending car school now, and I have a lot of personal stuff going on, so I took a pause from modding scene... but when I come back, I will make sure to try and tweak AI as much as possible...

      Yea, I am glad you play it still! Try testing other factions... ALSO BTW, my mod is only for standard game mode from vanilla game, and MYTH! NOT FOR HISTORICAL! Historical isnt touched.

      Feel free to let me know what is going on! 
    4. hionmaiden93
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      got to turn 100 on my current play through as Ithaca. Arguably the most OP roster in this mod. The ambushers are SERIOUSLY overpowered to all hell and beyond. First, ammunition as you say is low because you want big range damage to actually get kills, but these units have absurd missile damage compared to basically every unit elsewhere. AND the building at max tier gives +15 to melee atk + armour, meaning all units get that hit chance buff as you also stated how the stats work.

      At gold 3 which is easy to get since Odysseus has a passive xp gain for missile troops takes their stats absurdly high. 19 stacks of these decimate literally everything in game, if they don't in missile damage ( they also get a buff to ammunition/missile damage from research, Odysseus etc) then their base melee stats go far beyond most medium troops since they have stats to reflect higher ones. way i see it is if they all take out half or more of medium/heavy units with the javelins in melee they will contend and match them, meaning for barely any upkeep cost they just take everything else out. I can stomp everyone, it's quite amusing lol.
    5. InquisitorOverhaulsReturn
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      I assume you use autoresolve right? Because I play every battle manually. Auto resolve in my mod is messed up because of the missile damage calculations. That is why you will sometimes see yourself as number 1 strength faction only due to missile damage. It sucks I know. But I can almost guarantee, manual battles are much much harder. Because AI will shred you with missiles. 

      Also, do you play on veteran or legendary? Because mod is balanced around that. Maybe that is the case also :) 

      With all this commenting, you will make me play Troy again LOL
    6. hionmaiden93
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      This is on manual battles, I also do not play battle difficulty over normal, as this is an unfair buff to the AI which I knowingly have pain and experience from Rome 2 - Divide Et Impera. their levy troops beating my elite? yes no thank you.

      Go try for yourself , these ambusher's absolutely destroy everything lol. gold 3 they got over 80 melee atk, my research tree isn't finished yet either

      Also if you say it is balanced around vet/legendary, you mean campaign difficulty, right? Because basically every major overhaul mod for any TW game I play keeps battle difficulty balanced around normal, but are either balanced AI wise around vet/legendary for the campaign difficulty. Idk how a mod could be balanced on a higher battle difficulty setting, because the whole point of it is that the AI receive extra bonus' to the troops that you don't get.

      19 x vs achilles? dead in 2 seconds flat. javelins be yeeting him to next century bro lol - same for all heroes, they melt away lol

      Also - many villages/cities around Ithaca don't have ANY building slots? is that normal? literally half the ones i take nothing, literally only get the base building.

      Yeah 4x squads of exemplary ambushers killed a 200 squad of Spartoi before they even got to melee distance, half ammo used. lol. i mean if someone has 19 x stacks of heavies... yeah i will probably lose. ALSO RUN SPEED. what is this SUPER SPEED lmao. light units near 100 speed are like VROOM VROOM turbo mode

      EDIT: just took Thebes, doing the same thing, can't build anything? it literally downgrades to a t1 city but when you upgrade nothing gets unlocked. only using this mod with unlock skill mod so 2x skill points per level
    7. InquisitorOverhaulsReturn
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      We found the core of the problem my brudda... "I also do not play battle difficulty over normal" and that is it... I tweaked veteran and legendary AI settings, but easier modes are even more easy. Your ambushers have insane stats because of the difficulty :/ 
      Yea.. I am just looking at it. Enemy units on normal difficulty have 20% nerf on all stats. 
      Try one campaign on veteran, you will have more fun, trust! 

      Regarding Ithaca.. Ithaca has faction mechanic, they only build on islands. That is why.. it is CA thingy, not mine, if you ask me, Ithaca would build same as everyone else, so that part is not on me!  

      Yea, regarding speed... Like I said in description, this is a mix of RPG + AGE OF EMPIRES + STRATEGY. Try getting Hermes item sets, you gonna be like FLASH :* 
      Remember that you can play for item sets. There is plenty of item sets you can collect. Circe, Hermes... and so on... 


  4. belko94
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    Thats a great mod ! Im playing with small unit size for some reason. So i wanted to ask, do you balanced every unit number(number size) in different size type from the option ? I feel like its only optimized if we play it in Ultra unit size from option. 
    1. InquisitorOverhaulsReturn
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      Thank you man! Happy new year btw! 

      Yep, if you play on very low size, then your units will have around 15 people hahah. It's balanced around ultra :/
    2. belko94
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      Happy new year ! Ok right im gonna test it with Ultra haha ;)
  5. Eruner47
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    Tried Fearless Swordsman vs Hector's Chosen, and they were fighting 59 minutes:

    ?
    1. InquisitorOverhaulsReturn
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      Hey brudda, thanks for reply and test! I answered your question on Reddit :) 

      in case someone reads only here: 

      This is more "campaign mod" than it is custom battle mod, you need technology to improve your units. Mainly "bronze tree and gold tree" focus. Because in my overhaul, units are really weak early game. And custom battles are basically early game, because you cannot research techs there :(
      In your case, battles are really long because now:

      fatigue matters
      base hit chance matters. Base hit chance is 0, and it depends on units and their tiers. so, your two units have around same stats, I assume 50 attack and defense, that means each one has 1% chance to hit. This is changed drastically later, because of the technology, plus agents, plus character skills plus gods.

      Let me share you some pics
      https://steamuserimages-a.akamaihd.net/ugc/1858294776454066685/26A4BC09E66E3D55D6483305379AA43A32373103/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

      https://steamuserimages-a.akamaihd.net/ugc/1858294776454068431/71BEFA701D3A73D34C40D4EA4D5B7085059AE6FA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

      As you can see, agents/techs really improve chance to hit, and they scale. From 1% to 5% per tech :)

      Here is the example of my turn 146 unit. I have 75% of tech tree researched, plus character bonuses, plus forged items.
      Melee attack = 111 it means it has 111% chance to hit, this is reduced by enemy melee defence. If enemy has 61 defence, then: 111-61 = 50% chance to hit. This is then reduced with fatigue :)

      https://steamcommunity.com/sharedfiles/filedetails/?id=2676849974