Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
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Update: 8 Oct @ 3:09pm

-New historical skins and stats for Peleset faction. New historical units with real names for the Sea Peoples roster.

-Adjusted values for spear wall ability

-Increased armor penetration power for mass on impact.

-Deleted large entity bonus for all projectiles.

Update: 24 Sep @ 3:01pm

-Finally added standard bearers for generals and line infantry.

-Ahlamu-Arameans new historical units with likely historical cavalry, as sources suggest.

-Starting to change textiles color variation as pictorical and written sources mention, like color fabric, trade textiles, pigments and tints... for each culture or specific units.

Update: 24 Sep @ 8:59am

-Check of standard bearers

Update: 22 Sep @ 3:20pm

-Alhamu-Aramean new historical units (4 new cavalry units). Sources suggest they had an strong cavalry component as horses are mention as part of the battle loot with them.

-New 360 degrees fire arc (to avoid projectile units staring while enemy aproach and also to make skirmishers more realistic and face less problems to fire)

-Now almost every skirmisher unit can fire while moving

-Some fixes on terrain unit efects.

-Cavalry projectiles adjusted for the new units

-Animation fix for Laconian Militia

Update: 21 Sep @ 1:53pm

-Fixed cloth bug for some desert tribes units from Mesopotamia.

-Adjusted precission of ranged chariot (They were scoring almost no kills with ranged attacks)

-Skirmish units spacing is no longer in use (The game engine doesn't work really well with this spacing as the unit still moves and acts coordinated an occupies a lot of space making even more difficult movement for just a simple skirmish unit)

-Corrected armor values for Aegean chariots

-All chariot numbers per unit are standarized to 30

-Now trained units (regular soldiers not levies) have 4 standards in their units. We have them in the sources and they help a lot to identify units if you play without UI.

Update: 17 Sep @ 12:13am

-Unlocked all mesopotamian proto-cavalry units

-Added bows for Elamite royal guard and elamite veterans to be more historical accurate. (bows were the main weapon for elamite elites in depictions and written sources)

Update: 16 Sep @ 3:02pm

-All mesopotamina new historical skins done (Assur, Babylon, desert tribes and Elam units) The refferences for this era are very scarce (both archeological finds and artistic representations) almost impossible to find soldier representations so I had to compare more abundant sources from inmediate periods before and after (middle bronze age and early iron age) and see wich things persisted to use as refference (weapons, shields, clothing, hair and beard styles, shoes...)

-First cavalry units specifically done for the mod. As I found sources (both artistic and written) talking about cavalry for this period (Mesopotamia, Egypt, Greece or even Hatti) I'm starting to include this units in game trying to represent acurately their performance and tastks: The horses for this era are still slower and weaker than future late Iron age or medieval breeds, so this troops most possible were enployed in low numbers to explore, skirmish, dragoons (fast mounted infantry that dismount before combat) and pursue enemies. They can't do efficient charges as the bronze age breeds does't have enough weight, size and speed to be effective on this task and also a tactic stil not developed for this military class most probably.

Update: 12 Sep @ 3:53pm

-New Mat Assur units. (Including the first historical cav unit) 2 New babilonian units.

-Reverted to normal size entities melee and ranged skirmishers

-Adjusted charge ability to have more kill chance. Now doesn't affect to attack stat to fir better past changes in the combat system.

-Few minor changes and adjustments

Update: 20 Jul @ 3:21pm

Update: 14 Jul @ 2:34pm

-New militia skins for egypt
-Adjusted projectile deflection for shields