Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Skirmisher Ammo + Siege Artillery Mod
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Update: 7 Feb, 2014 @ 1:17am

Change XXIII.

-Reduced torch reload time from 5x to 3x the original level. This was done because the AI is still completely brain dead when it comes to siege attacks even in Patch 9.

(They will use their ladders once, then after the initial units with ladders are destroyed they will not use the ladders again -- they will resign to throw torches at the gates for the rest of the battle. If only CA would fix this...)

Update: 5 Feb, 2014 @ 12:43pm

Change XXII.

-Slightly increased the accuracy of non-ship type smaller ballistas as it was felt that their primary advantage over the giant ballista and onagers (accuracy vs. power) was not differentiated enough.

-Corrected a few accuracy value errors with some minor faction's artillery units.

Update: 3 Feb, 2014 @ 11:22pm

Change XXI.

-Made an elephant related changes to make it consistent with my Volcano Battle Mod (VBM). Simply put, this mod is a minimal approach to elephant adjustments, but improvement had been made in VBM that have been carried over here as well:

Elephant recruitment and upkeep costs have been adjusted to be consistent with VBM. Armored elephant recruitment has increased, and all upkeep costs have increased greatly to better prevent "invincible elephant armies" in campaigns.

Note that elephant count in this mod is 6 elephants per unit whereas in VBM it is 8 per unit. This was done because VBM makes additional changes to elephants (mass and hit point adjustments) and this mod keeps those values at the much higher CA levels (so the number of elephants per unit must be less).


Update: 31 Jan, 2014 @ 1:42pm

Change XX.

-Updated to be compatible with Patch 9.

-In Patch 9, there is now a "heavy" and "light" pilum, instead of just the one standard pilum. The light pilum is now rated like the standard pilum, but the heavy pilum has been adjusted so that it has 20% more armor penetration than the light type. The light pilum has also been adjust so that it has a slightly longer range. Reload values have all been adjusted accordingly, to allow for the fire-at-will adjustment.

-Galatian Legionaires now have the ability to throw pila like the Romans (since they copied their tactics). That is, they have been given light pila, and they {mananimation} has been changed to the {rome_man_javelin} type.

***NOTE TO SELF***

Missile type "pilum" is no longer in use and has been replaced by "pilum_light" (the former does not function properly either).

Update: 24 Dec, 2013 @ 12:21am

Change XIX.

-Reduced all javelin and pilum damage values by .75, which was done because it was felt that javelin/pilum units were still too deadly.

-Reduced all slinger armor penetration (AP) by about 1/2 (not a uniform adjustment). This was done because technically sling shots have no armor penetration capability at all, but it must have some to represent hitting exposed areas on armored soldiers (such as their faces), however it was felt their armor penetration capability was too high before; slingers should get higher diminishing returns on heavily armored soldiers. Slinger AP values are (new/old):

Hand = 1/1
Stone = 2/4
Stone, improved = 3/5
Stone, lead = 4/6

-Raised pilum armor penetration value from 12 to 15 so that it is now 1.5x the normal javelin AP value (10). This is because it was felt it needed more AP to better stand it apart from normal javelins, since pilum were made specifically to penetration shields.

Update: 24 Dec, 2013 @ 12:03am

Syncronization update.

Update: 20 Dec, 2013 @ 1:41am

Change XVIII.

-Corrected Roman veteran legionaries units to allow them to throw pilum (using fire-at-will or engage-this-unit commands).

Update: 19 Dec, 2013 @ 12:06am

Change XVII.

-Fixed Roman pilum (again) so that now it behaves again just as it did in this mod in Patch 7 (Roman units can now throw their pilum whenever they want, instead of them being restricted to use them only as a precursor to the charge). Read the change below for more information, this change only fixes them back to their intended behavior.

***NOTE TO SELF***

To avoid this headache again, pilum change is two parts:

1) Remove precursor flag from pilum (missile_weapons)
2) Change {mananimation} of all Roman pilum infantry from "rome_man_spear_shield" to "rome_man_javelin" (land_units)

Update: 18 Dec, 2013 @ 2:00am

Change XVI.

NO LONGER APPLICABLE.

Update: 18 Dec, 2013 @ 12:06am

Change XV.

-Made compatibility changes to support Patch 8. All new units added in Patch 8 are now adjusted accordingly and all changes are carried over into the Gaul campaign.