Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

R2TR CCLXXII.BC v. 2.1
Näytetään 21–28 / 28
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Päivitys: 2.9.2014 klo 5.51

Beta 1.9020914

Units:

- Reworked range for all ranged units. Range is a bit longer to allow skirmishers to work properly. All ranged weapons are now in scale, practically they all received +20%. To avoid confusing anybody, the 'ranged' attribute was removed from all units except for artillery.

- Javelins thrown by melee units are thrown at a faster rate to allow these troops to fight in melee sooner.

- All projectile damage was reduced, and dispersion increased.

- Experience levels reworked, they give larger bonuses but are harder to reach (Level 9 requires 64k points while previously it needed 27k).

- Experience gain thresholds reworked for all units. Elite units gain exp 20-40% faster, low quality units 40% slower. Artillery gains exp 100% slower.

- Formed attack removed from all Melee units (except for Pikemen), instead, charge distances and entity training values were adjusted so these units keep formation better than barbarians.

- Cavalry Mass reworked, heavy cavalry is now more effective at charging than light cavalry, as its mass is significantly higher. Previously light cavalry could do more damage due to their small mass difference from heavy cavalry and much higher charge speed.

- Fatigue penalties adjusted, running up hill is a bit more fatiguing.

- Certain General abilities can increase the training rate by a small amount.

- New Marine units for Rome, Carthage, all Hellenic and Eastern factions. They no longer use land units on board of their ships. Marines are adjusted for boarding actions, have higher amount of ammo and custom javelins (throwing javelin from ship deck was different from land, no running throws possible, therefore range was shorter and javelins did a bit less damage).

- Reworked stats for all navy ships. Removed all flaming weapons (they were not used as standard naval tactics up until battle of Actium, where it was just a battlefield improvisation). Towers removed from a lot of ships, as they were Roman invention only slowly used by others. Except for Romans others will only have them on heavier ships (Carthaginians will have 2 versions of Quinquereme, lighter without towers and heavier with them).

- Ballista Quinquereme converted into specialist ship supposed to be used for sieges. Its damage was increased but accuracy greatly reduced, as well as rate of fire. It can bring down walls, but wont reliably hit enemy ships. It also has a bit weaker hull compared to normal Quinqueremes.

- Updated look and stats of Roman units. Removed older type of armour (circular pectoral was used in 8-7.century) and replaced it with armour typical for Italians in 3rd-2nd century.

- Roman Hastati now represent young men, therefore are faster and stronger than Principes. Principes have a bit more morale than Hastati on the same exp level. Triarii as the oldest men have movement speed further reduced.

- Italic faction roster overhaul. They now use Italic Hastati, Italic Principes and Italic Triarii. The same rules apply to them as to the Romans.

- Melee weapons damage was adjusted, AP bonuses halved due to removal of all bonus hit-points units might have had.

- Unarmoured units get armour value 20. This is now the base value set to the same value as hit-points. This is to randomize every hit a unit gets, as not everything was instantly lethal.

Campaign:

- The Greek Armies were refitted with Greek gods/goddess names (like Stratia Apollo etc).

- A script change disabling the double time button from navies * Beware: This may break save game compatibility for any players whose navies are in the double time stance, and they won't be able to take the navy out of the stance. AI players are unaffected - to fix it, you'll need to enter the save using the old version and take the navy out of double time.

- Forced March and Double Speed removed. Instead, Armies and Fleets can increase their movement by gaining experience levels and investing into appropriate perks.

- Champion training speed is reduced, an army should get less experience when trained.

- Adjusted base army compositions for all factions. Armies should be more balanced, with less skirmishers than before. Also applied to navies which will contain more melee ships.

Päivitys: 22.8.2014 klo 10.46

Beta 1.9230814

Units:

- The way in which units get experience from training has been changed. Now they will get bonuses even from generals, but all experience gains will be much slower than before (1,2,3 points per trait, instead of 5,10,15).
- Several errors and typos have been fixed.
- The Italic unit stats, voices, FOW values, weapons, abilities, experience thresholds and experience from recruitment have been overhauled completely.
- Adjusted names for Carthaginian and Italian units have been included.
- Several adjustments to the way in which units look have been added, especially for the Celts, Carthaginians, Vanilla Romans and Italians.
- A new armour system has been implemented, in which all bonus HP have been removed.
- Some small tweaks were made to fatigue system.

Campaign:

- The fortify stance now reduces enemy army movement points within a region.
- The military technology effects have been revamped. Technologies will now increase upkeep- and/or recruitment costs instead of decreasing them. However, they now have additional effects such as increased melee attack.
- Building upkeep has been increased for the main building of major cities.
- We've increased the help the AI gets in terms of money and added upkeep reduction for the AI.
- Bitter enemies now declare war more often on those they hate.
- A weaker state will now be prone into giving gifts to stronger factions.
- Any diplomacy with bitter enemies is more or less useless or impossible.
- Bitter enemies will now break any treaties with hated factions if possible, such as no aggression pact and military access agreements.
- Allies and friendly factions/states will now allow military access more readily, and will accept non-aggression pacts and trade more readily. They will also be prone to joining into an ally's war if possible (when at peace).
- Trade is generally easier now with trade orientated and friendly factions.
- Factions now have to invite vassals and client states into wars, if they [the client state] refuse to join, war will break out between master and vassal.
- Factions close to being destroyed are more prone to accept peace and vassalage, even from their 'hated' factions. They will also be unlikely to declare war, especially against stronger factions.

Miscellaneous:

- The battle camera has been added.
- We've incorporated the Ancient Colors mod as a base - credits go to Épaminondas The "Oblique".
- New FLC/DLC units were added in land_units.loc for compatibility.

Päivitys: 14.8.2014 klo 15.56

Beta 1.9150814

- Compatibility patch.

Päivitys: 9.8.2014 klo 4.42

Beta 1.9090814

Battle:

- Infantry and cavalry battle speeds adjusted, mostly slowed down a bit. speed varies based on weight of unit. Skirmishers can outpace heavies easily.
- Adjusted turning speed of units up, so they reshape formations much faster.
- Revamped morale settings once more, making exposed flank penalty small due to how it works, and instead increased attacked in flank/attacked in rear penalties to get same results.
- Adjusted fatigue levels, unit stays active a bit longer, once winded, it gets tired, very tired and exhausted a bit quicker than before (Progression is no longer linear).
- Adjusted certain fatigue stances, increased penalties for running, and shooting, removed penalty for "reloading", but increased for reloading artillery.
- Adjusted speed penalties for being fatigued. Units are now significantly slower when exhausted.
- Idle units restore fatigue bit faster, to encourage withdrawing units from combat and putting them into reserve.
- "Fenzy" ability reworked, positive phase is longer, gives bonus to AP damage, charge and attack. negative phase is shorter, increases fatigue and reduces morale.
- Various melee attack and weapon damage bonuses for abilities reworked.

Campaign:

- Fame levels adjusted, progression is linear, starting with 1 army, so small factions with single city wont overpower larger factions locally. Larger factions will be able to have decent amount of armies. Fame points required for certain levels were also adjusted for both AI and human player.
- Characters experience is not gained from critically unsuccessful attempts, while normal unsuccessful attempts just add 1 exp point. This is to slow the agents progression down a bit, as it is way too fast right now.
- Characters gain only single point of experience when deployed/training armies. Player need to train his agents in the field before using them as trainers.
- Various CAI variables adjusted to make AI a bit more active. Aggression activated towards player in late game, yet toned it down a bit from vanilla so it is not completely senseless.

Misc:

- Historical events added.

Päivitys: 2.8.2014 klo 11.49

Beta 1.9030814

Unit stats:

- The shield defence values have been adjusted, the difference between the Thureos shields (32-36) and the Scutum (38-40) is now a bit smaller. The Pikemen Pelta shield has been changed into an active shield (0 armour bonus, + shield defence), while enabling the pike wall ability makes it passive (-defence, + armour).
- Pikemen behaviour has been fixed, the unit now properly lowers the pikes, and uses them a little more effectively.
- The pikemen entity has been modified, a bit more free radii has been added around the entity so that it is less likely to get stuck while moving through the formation (when enabling pike wall).
- The pike damage has been increased to 28 (original value 24), now it is the same as for short sword or pike.
- The distance at which enemy infantry is considered was decreased to 20 (original value 25).
- The distance at which enemy cavalry is considered was increased to 80 (original value 75).
- A bonus for melee units in autoresolve was added.

Morale System:

- The (flanking) morale penalties have been adjusted slightly.
- A morale fix has been applied to fix the bug in which a chain reaction routed the whole army when a few men ran away.
- The general distance at which morale penalties kick in has been increased to make sure that they don't apply too often.
- Minor changes have been made to fatigue resistant units.

Miscellaneous:

- The fortification bonus within the province will improve the happiness of the local population with +4, while raiding will decrease public order in an enemy province by -8.
- Navies in raiding stance will increase piracy to 85% instead of 75%, while navies in patrol mode will decrease piracy by 50% (previously 75%).
- New R2TR loading screens were added to the game.

Päivitys: 26.7.2014 klo 9.22

Beta 1.9270714

- New loading screens.
- Script fix.

* Pike fix.
- Shield defense values were adjusted, difference between thureos shields (32-36) and Scutum (38-40) is now a bit smaller. Also Pikemen Pelta shield is changed into active shield (0 armor bonus, + shield defense), while enabling pike wall makes it passive (-defense, + armor).
- Pikemen behavior fixed, unit now properly lowers the pikes, and is a bit more effective with them.
- Modified pikemen entity, adding a bit more free radii around entity so it is less likely to stuck while moving through the formation (when enabling pike wall).
- Pike damage increased to 28 (original value 24), now it is same for shortsword or pike
- Morale penalties were slightly adjusted.
- Distance at which enemy infantry is considered was decreased to 20 (original value 25).
- Distance at which enemy cavalry is considered was increased to 80 (original value 75).

Päivitys: 25.7.2014 klo 5.09

Beta 1.9250714

- Patch 14 (beta) compatibality update.

Päivitys: 12.7.2014 klo 1.23

Beta 1.9120714

- Early Roman/Italic units pack added to campaign startpos.
- Adjusted morale (routing distances decreased drastically for units recover faster and closer to battle line).
- Reduced ammo for javelin skirmishers to 4 (increased to 6 with supply reforms which add +50%).
- Small adjustments to movement speed for skirmishers.
- Removed barricades from city buildings.
- Maintenance, upkeep and diplomatic tweaks.