Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
Mortiso Linkon  [developer] 30 Nov, 2024 @ 4:55pm
Battle physics, stats and mechanics changes
Speed:
Units don't sprint anymore. Just if they use the charge ability they run to try to brake enemy line on impact. Also if they are routing they run. Run stance is now more comited to preserve stamina, deal the broken terrain and don't dislodge formations.

Fatigue:
With each level of fatigue unit performance decreases sustantialy. Exhausted units are completely weak. Shooting now causes fatigue. Units can run or fight about 8-10 minutes untill get exhausted.

Weapons:
Each weapon have his own realistic damage sistem, bonus against units with other weapons (for example longer vs shorter) and also different defense bonus. Heavier weapons perform less attacks perminute than lighter and more agile ones.

Projectiles:
Now are adjusted with realistic accuracy, projectile speeds, damage and range. slings have more range and armor piercing damage but they are much less accurate. Bows are more accurate and deal more damage to unarmored units. Javelins now have a real efective range and speed (about 30-40m distance). Units with less training have much less accuracy and range than elite ones. Each projectile is adjusted to soldier expertise, weapon quality and the inherent physics of each type.

Armors and shields:
Armors reduce a lot damage recieved and also reduce lethal blow chances. Shields have a big impact in melee and projectile deflection.

Morale:
Now morale is more dynamic. Everything now have a chance to cause a severe morale penalty or bonus(win or loose combat, under enemy fire, flanks secure, units routing, casualties...). Charges (now implemented as a separeted special ability) have a morale penalty. Sources talk a lot of charges stopping on the last moment, refusal to clash... In vanilla every melee engagement starts with a charge wich is totally unrealistic.

Charges:
In reality charges cause a lot of casualties in both sides and is a risky and uncertain result maneuver. Now charges (remember new special ability) have a potential to cause severe damage but also to recieve it or finish in a disastrous rout. Expect the worst when two units clash charging each other. Normally units aproached each other mataining formation not runnig to a dangerous speed clash. Most of times charges could lead to the formation been disrupted, officers loose command over the unit and have a lot of casualties very quick.

Chariots:
Chariots are good at skirmish and also charging weak enemies (with less armor, shields and spears) but they suffer a lot charging spears, being under fire or stuck in melee. In vanilla they perform more like a mondern tank than a bronze age chariot.

Weather:
This is one of the best implementations of this title. Some of the weather and terrain effects values were increased. Maybe you have a very powerfull bowmen and chariot army but a sudden rain makes your bows useless and your chariots stuck in the mud. What an unexpected disaster! Now weather has more realistic transitions and sometimes takes more time to chage or not change at all before the battle finishes.
Last edited by Mortiso Linkon; 20 Apr @ 5:02am
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Showing 1-4 of 4 comments
Mortiso Linkon  [developer] 25 May @ 3:35pm 
@Lucasleepwalker. If I manage to implement the charge ability in campaing we can have a better enemy pursue. I reduced the speed overal for units because there's no formaition disruption running and there's no penalties for defense or morale when formations broke. I managed to do this only for charges. That's why routing units always run more than units pursuing . I changed the stantandard automatic charge by a carefull aproach, because this was more common than charging continuoysly. ALso because charges doesn't have a debuff on defense and they need it to be realistic. Charge is a risky maneuver most times.

About the fatigue penalties, more than a 25% speed reduction leads to strange unit vehavour and reaction. The penalties in attack, defense and charge bonus are up to 95% for fatigue. Also AI is completely dumb managing fatigue. Some changes can only be fully implemented if both players are human.

About kill ratio when rout I think is very well done. Chariots pursuing obliterates completely units quick, the amout of deaths can be much bigger in the chase if you prolongue them and also if the map is bigger. I have to try to make maps a bit bigger, but we are about to reach the playable area limit and the borders are a bit buggy in some maps. The parameter of enemy captured can be adjusted, for sure it will helps to this, but is not related with what you do in the battle like in Medieval II TW,. It's just an estimation made by a variable.
Last edited by Mortiso Linkon; 26 May @ 11:28pm
Mortiso Linkon  [developer] 25 May @ 3:43pm 
For me the amout of losses per side is pretty realistic, even most of times a bit too much, so let units make more kills on the battlefied... first, this can break all the damage and lethality balance I did, secon, IA cant handle it and 3rd is going to be less realistic completely destroy armies so easy.
@Mortiso Linkon sorry, only just clicked on my notifications. i largely agree. and while there is a lack of full on rout, the increased kill amounts in battles themselves, coupled with the fact that every battle is always decisive. still ends up with casualties of wars being way higher than real life apart from a few occasions.
like pike formation battles in the late medieval period, and instances of civil wars in large wealthy empires, where veteran troops would fight each other to destruction.

all in all i think its a valid sacrifice of an admittedly (historically) rare action anyway, in service of a more realistic experience
Mortiso Linkon  [developer] 17 Jun @ 4:07pm 
This week I'm trying to improve combat reaction of formations to make them look more realistic and less perfect robotic movements, Even trying to make very light melee units perform like melee skirmish type and not melee thight formations. It's difficult because I have to match al units in combat perfectly and avoid chariots to get stuck. Thanks
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