Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI & Tech Mod (all Campaigns except IA & ED)
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Update: 14 Mar, 2014 @ 3:40pm

Change LXIX.

-Corrected a problem introduced in previous versions of this mod where Socii units could not be recruited past Field of Mars ("main 1") barracks. Now you can recruit these units as follows:

Main = Field of Mars
Heavy# = heavy infantry building tree
Aux# = auxillary infantry building tree

*Socii Hastati and Extraordinarii infantry: Main & Aux2,3,4.
*Socii Equites and Extraordinarrii Equites: Heavy2,3,4 & Aux2,3,4.

In other words, Socii infantry can be recruited with Field of Mars and then are restricted to the auxillary branch after that, where as Socii cavalry cannot be recruited until Equites are available, and then can be recuited in either the auxillary or heavy branch after that.

Update: 14 Mar, 2014 @ 3:19pm

Syncronization update.

Update: 6 Mar, 2014 @ 11:12pm

Change LXVIII.

-Lowered Greek military aggressiveness from "medium" to "low" because they were a bit too aggressive. At this point in history, the Greeks were content on a more defensive posture. This helps cut down on the "Greek blitz".

Update: 5 Mar, 2014 @ 2:50pm

Change LXVII.

-Better adjusted the campaign cap limit for some elite units. For the most part, this is based on the army cap of 16. Also specified a unit cap for a few more elite units that were missed before.

Update: 4 Mar, 2014 @ 8:52pm

Change LXVI.

-Increased the campaign unit cap for Roman Praetorian Guard from 1 to 6, to match that of the regular Praetorian. This was done because Praetorian Guard units are replacements for Praetorian units, so it wouldn't make sense if the former numbered less than the latter.

Update: 1 Mar, 2014 @ 11:50pm

Change LXV.

-Adjusted naval zone-of-control (ZOC) range, now it is 1.5x the original level instead of 2x. Unfrotunately, it had to be lowered to this new level because the ZOC was also increasing for the port settlements, which was causing a problem with moving (the ZOC of the port was so large that it would sometimes prevent enemy naval units from blockading or moving past because the ZOC extended to a point beyond the line of sight of the enemy fleet).

Update: 28 Feb, 2014 @ 1:36am

Change LXIV.

-(again) Isolated various difficulty handicaps to the main campaign so that they don't unintentionally affect the Ceaser in Gaul campaign.

Update: 27 Feb, 2014 @ 2:42am

Syncronization update.

Update: 27 Feb, 2014 @ 1:27am

Change LXIII.

-Adjusted Roman fortification deployables. The Romans were experts at field works, fortifications and engineering, but yet the standard game provides little benifit to them in the way of deployable fortifications when they fortify. This change gives them almost every type of deployable when they fortify (all but brimstone), and adjusts the quantity of deployables to be at a useful level. Now the Romans can construct formitable defenses around their forts, and if the army or general has additional foritication bonuses then you construct your very own garden of death.

-Isolated various difficulty handicaps to the main campaign so that they don't unintentionally affect the Ceaser in Gaul campaign.

Update: 27 Feb, 2014 @ 12:21am

Change LXII.

-As mentioned before, a breakthrough was made with AI research. Specifically, the difficulty level helps give the AI a bonus in research to keep them competative in the campaign now (because they are hopeless when it comes to prioritizing types of research they need, they seem to just aimlessly pick one technology after another). However, this improvement was probably _too good_, so their bonus on Legendary difficulty level has now been reduced by 25% now (100 --> 75). I may decide to adjust it back in the future, but either way it is very close to where it should be.