Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Skirmisher Ammo + Siege Artillery Mod
Showing 41-50 of 79 entries
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Update: 27 Feb, 2014 @ 11:49am

Change XXXII.

-Streamlined the projectiles_tables for maximum capatibility.

-Increased the reload rate of the tower based scorpion (bolts) to a more realistic level, and one that now matches the actual scorpion field artillery unit.

-Adjusted all ship based artillery to be a little more realistic in reload rate and accuracy bonus. Accuracy bonus is half that of land based artillery, and reload rate is slightly faster than land based artillery (to reflect better trained ship crew).

Update: 26 Feb, 2014 @ 1:18am

Change XXXI.

-Added flammible projectiles back to ballista and onager ship artillery. Not sure why CA removed them in a recent patch, probably in an attempt to fix their broken naval battles, or maybe it was by mistake (CA still left land based onager and ballista capable of firing flaming shot, just not the ship version of these weapons).

Note that this mod is intended to be used with my Naval Battle Mod.

Update: 22 Feb, 2014 @ 1:37am

Syncronization update.

Update: 19 Feb, 2014 @ 10:45pm

Change XXX.

-Made an adjustment to allow Socii Hastati throw pila whenever they want to (fire-at-will), just like ordinary hastati. The reason for this change is of course because these infantry were trained in the same way as Roman hastati infantry.

Update: 18 Feb, 2014 @ 2:30am

Change XXIX.

-As much as I hate the torch burning down iron gates, I reduced the previous reload time by 1/3, because the AI is just too stupid otherwise. Once (if?) CA ever fixes the siege ladder problem (the ladders are only used once), then I will change it back to "60", until then the torch reload rate is now 40, which is 3.33x the original level.

Now the reload is just long enough to be painful to the besiger, but not so long that the AI loses its entire army to the brain dead gate attacks.

Update: 18 Feb, 2014 @ 12:37am

Change XXVIII.

-Added a small to moderate bonus for the scorpion vs. elephants. These massive bolts were basically the anti-elephant weapon of the day, and they had no bonus before. This should better reward using massed volley fire of scorpions versus elephants now. This bonus may increase in the future, at the moment it is a prudent and safe amount.

Update: 17 Feb, 2014 @ 4:37pm

Change XXVII.

-Small update to conform with the "Beasts of War" DLC add-on.

Update: 10 Feb, 2014 @ 11:41pm

Change XXVI.

-Removed the modifications to elephant unit recruitment and upkeep costs from this mod. This was done for several reasons:

1) If you want to make adjustments to elephants then it is better if you either:

a) Use a pure elephant mod
OR
b) Remove this mod and instead get my "Volcano Battle Mod" which features the changes in this mod plus rather extensive changes to elephant units.

2) I got tired of keeping up with elephant changes in two separate mods which had two different ratings assigned to them (it used to be my "elephant lite" and "elephant heavy" (changes) mod).

3) It really didn't fit the overall theme of my minimalistic approach (it caused the mod to overreach on its footprint).

Update: 10 Feb, 2014 @ 11:35pm

Change XXV.

-Royal Peltasts now have the ability to fire-at-will.

Update: 10 Feb, 2014 @ 11:31pm

Change XXIV.

-Updated so that it is now compatible with the "Epirus and Elephant" patch.