Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI Mod (IA & ED Campaigns only)
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更新: 6月18日 @ 0時06分

Sync update.

更新: 2018年9月26日 @ 0時14分

Change XX.

-Slightly adjusted the basic_with_regions_task_generator_group AI personality to more intelligently prioritize completion of regions, and to (hopefully) not attack rebel armies in other people's territories so much.

更新: 2018年9月20日 @ 2時59分

更新: 2018年8月31日 @ 5時48分

Change XIX.

-Made significant improvements to the AI strategic map behavior and priorities.

更新: 2018年8月31日 @ 1時52分

Change XVIII.

-Further decrypted CA's bewildering "mod" (modifier) values. For anyone that follows, it is this:

Negative rom_tech_military_management_upkeep_mod "mod" values...

-70 = 10% ~ (ie. 100g upkeep becomes 10g)
-60 = 20%
-55 = 25%
-50 = 30%
-45 = 35%
-40 = 40%
-35 = 45%
-30 = 50%
-20 = 60%
-10 = 70%
-5 = 75%

Positive "mod" values...

10 = ?
20 = ?
25 = ?
30 = 110%
40 = 118% ~
50 = 125%
70 = 150%
80 = 160%
90 = 170%
100 = 180%
110 = 190%
120 = 200% ~

-Adjusted/corrected various difficulty "handicap" mod values.

更新: 2018年8月30日 @ 23時10分

Change XVII.

-Corrected an error with the AI unit unkeep and mercenary upkeep modifier values in the Wrath of Sparta campaign.

-Corrected an error with AI research cost modifier in all campaigns.

更新: 2018年8月30日 @ 6時47分

Minor update.

更新: 2018年8月30日 @ 5時34分

Synchronization update.

更新: 2018年8月30日 @ 2時02分

Change XVI.

-Made several important corrections to errors that caused the AI to much more difficult than intended on difficulties lower than Legendary (ie. Hard).

更新: 2018年8月24日 @ 5時19分

Change XV.

-Extensively reworked difficulty modifiers on happiness, so that now the highest difficult levels no longer provide ANY happiness bonus to the player. Essentially you will now have real happiness levels, no longer are they artificially modified like they were in the original game, at the highest difficulty. This makes entertainment buildings more important (they were nearly useless before), as well as women in the family tree (when they are promoted they provide faction wide happiness bonuses).

-As a balancing factor due to the above change, also the AI's happiness bonuses for all difficulty levels has been cut in half. Now it might be possible to manipulate the happiness of AI provinces in order to trigger a revolt/uprising. This was nearly impossible before due to the AI happiness bonuses being so high that they were rarely ever below +100 happiness.