Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
Showing 21-30 of 37 entries
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Update: 6 Jan @ 10:18am

-New realistic formations for archers and slingers. Now they have realistic amout of space to perform all fire steps.

-More accurate formation men order based on the amout of training they have.

-New projectiles physics. Now range and accuracy highly depends of weapon an unit training. Also armor was adjusted to match new projectile damage and other problems with armor not being effective to ranged attack before this update.

-Solved the problem with hordes not displaying recruitment slots based on own workforce abaliability.

-Now units have a little bonus on attack, deffense and accuracy based on time spent on training compared with others that have less.

Update: 2 Jan @ 2:01pm

-Modifications to workforce system: Now avaliable workforce represents population that can be recruited to manage buildings or to form new military units. Most buildings spend less workforce, but workforce abaliability highly increase or decrease construction time. Disband units grants you another workforce slot in a ramdom owned province.

-Units only replenish when on fortress or settlements. Also recruitment is only possible when garrisoned. Some other parameters related to replenishment an construction were also modified. All this changes were possible thanks to @Axossk.

-Adjusted recruitment time in order to match unit tiers to represent diverse types of more or less trained units.

-Now projectiles range and accuracy also depend from unit base training (AKA unit tier AKA turns spent in training)

-NOTE: if you are playing old campaign savegame only new generals can recruit. Use a new general to recruit or use older versions of the mod.

Update: 26 Dec, 2024 @ 11:12am

-hotfix for fatigue morale penalty. Mod is intended to no have fatigue morale penalties as combat fatigue penaltis now are much drastic and also nobody can be scared of being just exhausted, even in the other corner of the map out of danger.

-hotfix for medum chariots speed. It was 2,8 instead of 3,8.

Update: 23 Dec, 2024 @ 11:52am

Update: 21 Dec, 2024 @ 8:26pm

Update: 19 Dec, 2024 @ 2:49pm

-Hotfix for bronze income through influence

Update: 18 Dec, 2024 @ 2:42pm

-New upkeep and influence system.

Update: 12 Dec, 2024 @ 2:51pm

-Adjusted workforce needs for buildings and colonization costs.
-Now population surplus or lack affects recruitment costs (both positive and negative).

Update: 11 Dec, 2024 @ 5:39am

-Hotfix for some sea people invasions values (still looks like the game is having control over some values in the script, like number of factions or number of waves the script can trigger between others)

-Hotfix for Alassiya starting position. Now is Merneptah subject.

Update: 10 Dec, 2024 @ 4:13pm

-Historically accurate (As far as I could collect info) starting positions for factions. For example All governors of Egyptian provinces are now subjects from Merneptah, Mycenae controls Peloponesos, etc.

-Historically accurate timeline for sea people's and nomads invasions (Most of them) Chronollogy for Aegean factions is a mess because we have the Troy war around 1185 B.C. but also the destruction of most Mycenean cities was before around 1200 B.C...

-Minor changes for disaster events, such as duration or destruction effects