Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic City Defense
Viser 11-20 af 28 forekomster
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Opdatering: 14. maj 2016 kl. 10:37

Recovered some dismissed garrison groups so that other mods adding units to them won't make the game crash at the beginning.

Opdatering: 12. maj 2016 kl. 18:16

Version 4.1

  • Balistas, Scorpions and Onagers are now unlocked only by Lv2+ barracks (all cultures excepted barbarians).
  • Giant Balistas, Heavy/Behive Onagers and Polybolos are still unlocked by military siege Workshops (all cultures excepted barbarians) in minor settlements.
  • Base morale of garrisoned units have been significantly (and realistically) increased to 25
  • AI interest in modding walls around greek minor colonies have been decreased. Please tell me if AI still builds a lot of walls in minor settlements.
  • Fixed an issue where some Lv3 greek port types were getting too many ships in garrisons.

Opdatering: 8. maj 2016 kl. 16:18

Version 4.0 -Eastern Factions Update

  • Starting from Lv2 to Lv4, all Barbarian Woodworkers[www.honga.net] built in your Province Capital Cities will provide 8m walls, bastion artillery, skilled garrisoned troops, x2 wealth from manufacturing activities, city roads and almost no squalor. You will read "+3 Artillery on walls" in the description of the correct building. Also, walls are present even if not displayed in the strategical map. Woodworkers require Timber and the first research in the "Siege" field. Barbarian minor settlements can't have walls.

  • The barbarian Siege Research tree requires now half turns than Vanilla so that it could still be interesting even if Barbarians, excepted Britons and Dacians, can't construct siege artillery.

  • For limiting the "Random map" CA impacts when you attack greek, roman and eastern minor cities with modded walls, AI will have slightly less interest than players in building Siege Workshops. It will still happen anyway. Additionally, to give more value to minor cities walls, especially in the late game, you will have now to build Lv3 Siege Workshops[www.honga.net] for getting such walls and other significant bonuses (or other factions' equivalent ones). You will recognize these buildings from the "+3 Artillery on walls" that appears in its description.

  • 28 eastern factions have been normalized for even more variability in garrisons and for supporting more complex defense schemas using mobile archery.

  • Eastern garrisons may obtain special armored troops from Iron Weapon Artisans that appear if compatible with your faction.

  • Find out how pagan cults inspired eastern cultures and gain strong units like Indian Elephants, Cataphracts, Parthian Foot Archers, Horse Skirmishers and many others from your 3 religious buildings.

  • Eastern infantry barracks place an elite commander in garrisons.

  • Some Greek garrisons have been slightly revisited in order to balance the number of units towards other factions.

Opdatering: 6. maj 2016 kl. 19:33

Fix - Removed "No Forced March" script invocation from the Campaign files (only affects Radious compatibility).

Opdatering: 5. maj 2016 kl. 15:52

Version 3.1 - Radious Compatibility

Added compatibility with Radious Total War
- Forced March suspended
- Radious Units
- It's not a full integration so some African/Arabian building effects could be overwritten

Opdatering: 5. maj 2016 kl. 15:30

Opdatering: 5. maj 2016 kl. 14:52

Greeks Update v3.0

  • Building a Lv2 Military Siege Workshop, in any culture, excepted Barbarians, will fortify your city with 8m walls. You won't see walls in the strategic map but they are there. Please remember that placing walls in a minor is at your risk because, if you are assaulted, the game will select a random map for the battle which can potentially be "incompatible" with your region (it can be your Faction Capital City, like Rome or Chartage and could have walls longer than your ladders, or could even be missing a necessary disembark area). This is an old issue with CA that prevents the programmatic use of walls in minors. For building Lv2 Workshops you need to complete 2 (fast) researches in the Siege tab.
  • 24 hellenistic factions have been normalized for even more variability in garrisons and for supporting more complex defense schemas (Periokioi, Hoplite formations, Mobile archery, Mobile artillery, Elephants etc..)
  • Greek garrisons may obtain special troops from Towns, Temples, Stables, Iron Weapon Artisans that only appear if compatible with your faction (like Gorgo Skirmishers, Sobek Cultists, Agema Spears and other 6). This is done to localize troops in specific territories and of course for a better gameplay.
  • Greek settlements receive now all types of Horse Cavalry (Melee, Shock and Ranged)
  • Find out how pagan cults inspired greek cultures and gain strong units like Cretan Archers, African Pikes, Scythed Chariots, Heros of Sparta and many others from your temples.
  • Greek barracks place an elite commender in garrisons or a Chartage General (if playing Chartage).

Opdatering: 4. maj 2016 kl. 12:12

MINORS' WALL AND RANDOM MAP SELECTION (GAME ISSUE)

After testing settlements when they receive walls it emerged that the old CA issue still exists. Walled settlements receive a "pseudo" random existing battle map for the assault to be played. This map can be the settlement's faction capital (that's why some of you received Rome map when fighting at Ariminum) or another culture's map and might even have or not have a disembark area so potentially big issues may arise if the map "selection" is unlucky.

For this reason I'm limiting walls and evaluating if releasing some "premade" walls in safe settlements can be viable (it would change startpos). This issue also exists for all non-startpos wall mods (it's random).

Opdatering: 3. maj 2016 kl. 8:19

Opdatering: 3. maj 2016 kl. 8:06