Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
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Opdatering: 31. maj kl. 15:40

-Added the most accurate helmet for the myceanean heavy archers

Opdatering: 31. maj kl. 14:19

-Bigger maps (Around 1,4x1,4 km size) Some have zones a bit buggy or very uncomfortable deployment zones. Also some inherited ones from TROY TW have edges not well shaped. River crossings, sieges and some other special maps could be standard size still.

-New historically researched skins for units from Nubia and the Aegean, with a few changes in habilities, entities and weapon stats. Thanks to @Kelly Too Sween for his help to find better assets.

-New unit spacing types and colision boxes sized to better simulate diferent types of formations with much better looking.

Opdatering: 29. maj kl. 14:29

-New historical reskin (WIP) based on descriptions and art depictions

-Food and wood income adjusted to better match the resources of the historical region

-Migration from the type/tier weapon damage+attack defense system to a specific representation of each bronze age weapon and shield.

Opdatering: 20. apr. kl. 4:18

-Adjusted fatigue for formations.

-Reckless advance formation for axe units reworked.

-New layer of logistics representation for armies. Now upkeep is linked to influence. This repesents your authority or persuasiasion over local elites. In this case how eager they are to support your army needs in their local markets. Armies in foreign territory or with very low influence are going to have penalties in upkeep as the logistic train is taking longer routes and local markets are not helping in reduce needs.

-Upkeek and replenishment bonus and debuffs adjusted to better represent men abaliability and the slow peaced 12 turns per year base setting

-Now some technologies have advantages and disadvantages to better represent social and administration changes.

-Simplified combat animations to make combat look less fancy and messy and soldiers keep better formation line.

Opdatering: 28. feb. kl. 9:10

-Now formations spend stamina. CA developers forgot and units using formations had infinite stamina.
-Some changes in stats to formations. Now reckless advance better simulates the push in the enemy line to make short weapons like clubs or axes more effective.

Opdatering: 25. feb. kl. 7:18

-Lethal blow chance better adjusted to the unit's armor and shield performance with new entities.
-Lethalt blow chance adjusted for 2 handed axes. Piercing damage adjusted for kopesh
-Exhaustion fatigue penalty deleted.
-Sea and river movement points adjusted to better match real distances in a month voyage for armies.

Opdatering: 24. feb. kl. 12:48

Opdatering: 17. feb. kl. 5:59

-Adjusted fatigue

Opdatering: 6. jan. kl. 10:18

-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.

Opdatering: 2. jan. kl. 14:01

-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.