Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Mortiso realism overhaul
132 条留言
KNOCK KNOCK IT'S ME, Big BIRB 10 月 30 日 下午 12:53 
That would be cool
N7 Shepard 10 月 29 日 下午 6:45 
Could we get a lite version of this mod only adding units - not replacing. As well as not adding the additional maps etc
Mortiso Linkon  [作者] 10 月 28 日 下午 1:56 
@RSL @[TPPL] King Leonidas You need to be INSIDE a settlement to be able to recruit and replenish. Also have enough population, happiness and influence to do it. Also recruitment edict helps with this. Check happiness, influence and workforce to see their effects.
RSL 10 月 26 日 上午 8:23 
Hittites can´t recruit
[TPPL] King Leonidas 10 月 26 日 上午 8:23 
hitties can't recruit
Mortiso Linkon  [作者] 9 月 22 日 下午 3:30 
@Zeikko_ if you want to play with extended Panteons load it after MTW beta.
Zeikko_ 9 月 22 日 上午 9:35 
Is there a correct order in which to arrange the mods in the launcher?
Mortiso Linkon  [作者] 9 月 21 日 下午 2:07 
@eduardo.tapiale Yes. I'm reading hundreds of original sources and searching in museums databases (for example past week I checked 800 mesopotamian seals from the late bronze age) so it is a necessity to include cav if it was used at that times, and also represent them as close as possible to the real counterparts with the info avaliable.
eduardo.tapiaie 9 月 20 日 下午 3:08 
Thansk for this new updates Mortison, you mod is really good.And with the new addition of bronze age proto-cavalry units, the game will be more interesting.
Mortiso Linkon  [作者] 8 月 24 日 上午 6:39 
@renetschultz check description. Link to the mod needed.
renetschultz 8 月 24 日 上午 5:24 
Enjoying the mod but If I dont want to play with the larger maps, what files do I need to delete in the mod?
Mortiso Linkon  [作者] 8 月 21 日 下午 2:51 
It's complicated, time consuming and with a high bug chance. I need to edit every single unit through an script to make them have charge hability on the campaign.
Abaddon 8 月 21 日 上午 7:24 
Hi Mortiso, great mod, Have you had a chance to allow for the charges in Campaign? I know it says no in the description, but that has been up for a while. Not sure if it just has not been updated or not. Thanks!
Mortiso Linkon  [作者] 8 月 3 日 上午 7:12 
I need time
Euridamo 8 月 2 日 下午 12:33 
Hey friend, will you reskin all factions and general bodyguards too? Those pics look awesome.
Mortiso Linkon  [作者] 7 月 28 日 上午 11:18 
@jankuczynski5 please read the description and discussions. I already removed most cav from the game. BUT (and is a big BUT) i will add historical cav as I found sources and representations from the period showing use of cavalry. And don't expect heavy shock cav. Expect scouts and dragoons, and skirmishers.
jankuczynski5 7 月 27 日 上午 4:44 
Could you be so kind to make your mod compatible with the one that removes anachronistic cavalry and replaces it with chariots? It's callled "cavalry removed". At the moment having both on crashes the game.
Mortiso Linkon  [作者] 7 月 22 日 上午 3:44 
@Bacardi You will find a lot of usefull info in Popular discussions. i recomend you to read. The better you can do is use the Recruitment edict. Replenishment is not based only in population abaliability,also in wich type of population (foreigners, faction or natives). Each unit needs their own type.
Baсardi 7 月 22 日 上午 2:32 
And how does the replenishment of the squad happen?? I see that it is possible in camp mode and in my towns and villages, but here's the catch. It is not possible to replenish on your territory only on neighboring ones in the camp mode. Tell me why and how to fix it. There is a reserve of people present.
Mortiso Linkon  [作者] 7 月 21 日 下午 4:34 
@Bacardi. Yes, skirmish units (both melee and range, those very light ones in spread formation) are too weak at this moment. I made them bigger entities to avoid unrealistic blobs and looks like they take a lot of damage by this cause, even increasing a lot their defense. I think you are playing with different setings. In this mod battles last long and high tier units can defeat easily a few low tier ones. For example check lethality. Must be set at normal, not 100%. Also dificulty, maybe you are playing on hard. There are a few bugs in the new skins. If you find you can send reports in threads avobe. Thanks
Baсardi 7 月 21 日 上午 11:48 
@Mortiso Linkon Dear friend. I still play Total War: PHARAOH DYNASTIES. Regarding your mod, I liked it, it's very easy to use, and it's pleasant to spend time playing. Even if we take the part that's in the mod, there are some issues. The morale is very weak; troops with, say, 300 units against 300 take 30 seconds to fight, and one of the sides surrenders and eventually returns to action. But 30 seconds with top morale of 110, fifth-class troops lose to scum with 80 morale, well, I don't know if it's realistic or not, at least turn off the feature so neither side runs away and fights to the end. The infantry is relatively slow, or at least that's what it seems to me. If you still want to look deeper, you can find errors, bugs, and minor details thoroughly, but overall, the mod is pleasant. Thanks.
Mortiso Linkon  [作者] 7 月 21 日 上午 10:00 
@Baron I already changed some of the 2D cards. But the amount of work I'm involved now that I expanded to the reskins... I'm not able to keep a quick peace to develope everything
Baron 7 月 20 日 下午 5:04 
this mod has great bones the game play feels very grounded in the period , have you had any thought of changing unit cards / UI ?
Mortiso Linkon  [作者] 7 月 20 日 上午 12:18 
@Bacardi this mod is for the game Pharaoh Dynasties. If you are playing Pharaoh game doesn't include family tree for factions. You are playing thhe wrong game sorry.
Baсardi 7 月 19 日 下午 5:20 
Hi, how about adding a family tree. ???
Mortiso Linkon  [作者] 7 月 12 日 下午 2:41 
@Junta Power good question: The movement radious is realistic. We have the sources talking about the start of the campaigns and the destination, day of arrival to a lot of places... Even In the ocean must be much increased. If you are smart through army general traits and outposts you can manage to match what we know about Egyptian late bronze age campaings in Levant for example. About lethality if you set it to 100% you destroy differences between weapons and armors as the game is based on HP points to simulate a lot of things in combat. Kill chance is just an on/off button in terms of simulation in this engine. Through HP we can simulate armor protection and different type of injures caused by a variety of weapons, penetration power, etc.
Junta Power 7 月 12 日 下午 12:56 
Hello! I really enjoy the battles in this mod. Expanding to another country requires careful preparation. It really makes sense to plunder neighboring regions. However, I didn't understand the logic behind the large movement radius. How realistic is it that an army on foot could cover such a long distance in just one month? I don't know, but I understand that reducing it affects the balance of the mod, so I accept these rules. Second, why is Lethality Chance set to Default instead of 100%? I set it to 100% because I like the risk involved, and it's been working great so far.

Thank you so much for bringing the game back to life for me.
Mortiso Linkon  [作者] 7 月 12 日 上午 4:03 
Bug fixed. Thanks for the report
Kuster 7 月 11 日 下午 4:54 
Mortiso, sent you a friend request. Want to pass by a screenshot of Royal Archers not showing ammunition in their recruitment

I haven't seen anything around population mechanics yet around replenishment, at this point I'm set to build tall instead of expanding wide
Mortiso Linkon  [作者] 7 月 11 日 下午 12:05 
Difficulty at the begining is very hard. Try to expand with tiny factions with very low populations is really difficult. The mod tires to offer a real historical challenge. It's imperative to build strong trade relations, alliances and economies. Be at war the whole time conquering a new province each turn (like vanilla standard) is not possible if the Kingdom is not well preapred to confront the challenge. Most of times you will need mass resources and manpower, prepare armies, train elite troops with time and control how much resources you have to extend your campaign in time and if what you achieve with victory worth the cost of war or not.
Mortiso Linkon  [作者] 7 月 11 日 上午 11:59 
@Kuster the replenishment is intended to be low or not possible in a lot of situations. First the mod is focused on 12 Turns per year so everything takes more time. Second replenishment is adjusted to be realistic as a real province population can withstand the amount of losses in prolonged attritional wars and the impact that this have in society and economy. Third the origin of the unit cannot be compatible with the local population for replenishment, an this also works for garrisons (Mercenaries, faction units and local units types) And fourth disasters, migration, influence, happiness... all also have impact in replenishment as you can imagine, like in real life.
Kuster 7 月 10 日 下午 10:19 
ok it took me a bit to figure out., started using edit for decent replenishment (also upped the campaign replenishment for my taste)

Haven't tested out the Royals archers yet...loving this mod, the true bronze age grindset!
Kuster 7 月 10 日 下午 2:46 
Thank you @Mortiso

Any tips on increasing replenishment? I have 8 idel workforce + replenishment building and focusing general on replenishment...yet I'm only getting 3-5 guys per unit per turn. Is this how it's supposed to be?

Also don't think my garrison is replenishing
Mortiso Linkon  [作者] 7 月 10 日 上午 11:31 
@Kuster I already checked the mod files and Royal archers have 21 ammo. If you have 0 wood for upkeep I think they have no ammo until wood is abaliable again. I have a problem with Assembly kit and I still wasn't able to change province resource production to historical ones, so the province resources are still vanilla ones, you can build wood production in a lot of provinces. What I did was reduce the production of resources that were scarce for the faction historically and increase other that were more common, to force a historical accurate trade exchange.
Kuster 7 月 10 日 上午 12:34 
Great mod, want to report 2 possible bug:
- Egyptian Royal archers spawned with 0 ammo, this is the archers you can request from the first commander
- There's absolutely no wood settlements, not sure if this was intentional...I was reduced to trader legacy converting whatever I have for wood
Baron 7 月 8 日 下午 5:07 
im not sure if the last update had anything to do with updating chariots but Damn , I truly feels like the era of chariot warfare now well done sir
Mortiso Linkon  [作者] 7 月 1 日 下午 12:38 
@Karakondzul in vanilla CA made a mess with the material. There are some heritage assets from Troy with an extra of fur and leather coming from Warhammer artists. Even with this problem the rest of the assets are historical and really well represented. But again all them are mixed with not so much sense to produce artificial units, most times with no real refference and mixing weapons, armors and clothing that never were together. I'm using artistic depictions from this period and some descriptions and archeological founds and depicting them as clos as possible. Thanks.
Karakondzul 7 月 1 日 上午 1:18 
The new unit visuals look amazing and grounded, unlike the vanilla ones which border the fantastical.
Mortiso Linkon  [作者] 6 月 28 日 上午 5:30 
Around 60 historical units are already done. This mod makes a exact representation on stats of each unique weapon and shield, also armors are not vanilla ones, all skins are based on historical references as you can see in mod photos. Kamortal reskin ads variety but not historicity. You can use it but put ML mod after it in load order to avoid skins not matching with stats.
KNOCK KNOCK IT'S ME, Big BIRB 6 月 27 日 下午 11:12 
How many of the units have youve gone through? And do you think your mod might be compatible with Kams reskin for example?
Black Kazzan 6 月 27 日 下午 4:24 
Sorry! English is not my native so I misunderstood the map thing. By the way I really love this mod! Takes the game to a real hardcore realism, fatigue matters A LOT and morale is really impactful, I was destroying a random small low rank army but then because of my ego and a miss click all of the sudden my left flank was routing in full. I won that one at the end but man that was intense.
Mortiso Linkon  [作者] 6 月 27 日 上午 7:41 
@Black Kazzan I'm copy-pasting the info in the description :"WARNING!: The mod has experimental much bigger maps (around 2,2x2,2km). Some maps have very uncomfortable deployment zones or edges not well shaped, most of them the refurbished Troy TW ones. You can use the mod linked to play a battle that you found horrible to set up in big size:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3299375127" Vanilla maps are too small to make proper tactics and maneuvers. It's more tedious and time consuming all battle process, but the result is far more realistic than start the battle just at archer range
Black Kazzan 6 月 26 日 下午 3:01 
took me 20 mins to find the enemy army hidden at the very corner of that huge map. other than that great mod.
KNOCK KNOCK IT'S ME, Big BIRB 6 月 22 日 下午 9:31 
Thanks for the answer. Looking forward to trying this out.
Mortiso Linkon  [作者] 6 月 22 日 下午 12:28 
@BIRB, yes it's the mod. Mod is meant to be played 12 turns per year, one for each month. Around this i built training time, movement points, construction time, replenishment, etc trying to mantain realistic times. Also workforce abaliability influence construction time a lot. PLease check carefully happines, influence and workforce at your province managment. It's not taking you 50 turns, it's taking 4 years. All mod values are as far realistic as possible.
KNOCK KNOCK IT'S ME, Big BIRB 6 月 22 日 上午 8:38 
This is amazing. So its this mod that make my buildings take 50 turns to build or do I have some incompatabilites?
DaVincix 6 月 21 日 下午 2:31 
Very nice project! Wish you all luck with it, thumbsup.
Mortiso Linkon  [作者] 6 月 14 日 上午 2:58 
Mortiso Linkon [autor] Ahora mismo
@aDvIzOr! It's mentioned in thedescription and explained in "Charges" paragraph; Battle physics, stats and mechanics changes Battle physics, stats and mechanics changes discussion. They are not realistaclly depicted on game. In single battles charges are a new ability. I'm still trying to implement on campaign. Luckily automatic Hollywood movie charges, with only bonus for the attacker were replaced by more realistic stances. Thanks
aDvIzOr! 6 月 13 日 下午 6:38 
Anyone else having an issue where units dont run when charging? they run when moved but not when an attack ordered is given after dbl right clicking an enemy after selecting a unit during battle.
Big Boss 6 月 12 日 下午 5:48 
Does this overhaul all the unit and general vmd's? I've never played this game before and not sure if its working. Also does load order matter?