Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Dynasties Revised Mod v2.8
Showing 1-10 of 36 entries
< 1  2  3  4 >
Update: 13 Feb @ 12:42am

Version 2.8

☥ Adjusted the siege equipment cost by -20%, to help armies build equipment faster, and to make the more advanced siege equipment practical (6, 3, 9, 18 to 4, 2, 8, 16).

Update: 6 Feb @ 5:01pm

Version 2.7

☥ Adjusted the autoresolver difficulty to be a little lower.
☥ Minor adjustment to rain volume levels.
☥ Adjusted the melee attack coefficient, fine tuning.

Update: 6 Feb @ 5:00pm

Sync update.

Update: 6 Feb @ 1:56am

Version 2.6

☥ Added a melee coefficient value to better match the mod-adjusted max melee hit probability, this helps better maintain the differences between high melee attack rated units, allowing them to retain an advantage rather than being capped.
☥ Adjusted the rain sound effects to make them less loud (a personal pet peeve, rain should be subtle).
☥ Various other small adjustments.

Update: 18 Jan @ 5:04pm

Version 2.5

☥ Reduced the base cost of most outposts (in stone) to split the difference between the original game and what this mod had before (200/400, now 300). This is done to make it a little more practical to build outposts, which often get razed or sacked by the AI. Keep in mind that the cost can be inflated and reduced by extreme low/high Influence levels in the province.
Outposts lowered in (base) stone cost from 400 to 300:
-Weigh Stations
-Towers
-Shrines
-Trading Posts

Outposts not lowered in cost:
-Forts
-Monuments
-Nuraghe Towers

Update: 18 Dec, 2024 @ 10:19pm

Version 2.4a

☥ Adjusted the Sea People's faction post-battle kill captives "Steal war equipment" option duration, from 3 turns to 1 turn. This was necessary because it apparently keeps stacking, so if you do it frequently, then you will quickly have ~ 60+ turns of buff duration which is ridiculous. Now, even with it stacking, you might be able to stack it for 3 turns or so (if you win multiple battles in consecutive turns), but it requires constant selecting it to keep it around for a while, otherwise it will rapidly expire (which feels about right for what it does, the equipment only really being "better" from what you have for a few near term battles).

Update: 17 Dec, 2024 @ 10:58pm

Premature upload, see above.

Update: 12 Dec, 2024 @ 9:56pm

Version 2.4

☥ Increased the duration (1.5x) for the Charge and Charge-Breakthrough bonuses, where a unit gets an advantage in melee attack after charging, to better match the longer battle duration.

Update: 25 Sep, 2024 @ 9:55pm

Version 2.3

☥ Changed the Sea People's harpoon projectile so that it doesn't have 2x the velocity of the tier 5 javelin. Not sure why, but by default it has a absurd velocity like a sling shot.
☥ Adjusted the autoresolver difficulty to be a little lower.

Update: 12 Sep, 2024 @ 12:55pm

Sync update.