Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Naval Battle Mod
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Update: 18 Jun @ 12:06am

Sync update.

Update: 24 Feb, 2021 @ 2:55am

Version 20.

-Improved compatibility with other mods.

-Increased ship acceleration to split the difference between what it was set at in my previous change, and what it was before that. Acceleration is now 1/12th of the original values, instead of 1/16th.

Note that the intent here is that it takes a realistic amount of time to gain and get up to speed in these large oar powered ships. Also, its to realistically prevent repeated rapid ramming, so that you have to put forth some skill to do it, by maneuvering (i.e. such as circling around for another pass), and/or by using the speed boost abilities.

***ALSO, all the performance of these ships in this mod set with it in mind that during the campaign the ships will be buffed over time (better hull strength to take more damage, more powerful ramming, and faster battle speed). Keep this in mind!***

Update: 21 Feb, 2021 @ 4:50am

Version 19.

-Increased the threshold that ships will catch on fire by 2x. This helps prevent the tendency for the entire fleet to go up in flames from a few fire arrows (which nullified ship boarding, since you could just easily burn up the ships that are doing the boarding action).

Update: 20 Feb, 2021 @ 8:45pm

Update: 20 Feb, 2021 @ 5:56pm

Version 18.

-Corrected the amount of hit points for infantry, horses, camels, dogs and boars. At some point CA must of changed this in a late patch, and now this mod is consistent with that change.

Update: 22 Sep, 2020 @ 1:33pm

Version 17.

-Increased the acceleration value of ships so that it helps prevent the occasional issue where AI ships get stuck when landing troops.

Update: 20 Sep, 2018 @ 3:00am

Synchronization update.

Update: 28 Aug, 2018 @ 11:24pm

Version 16.

-Made significant changes to ship acceleration and deceleration, now they are 1/16 of the original values. This was done to once and for all address my pet peeve of repeated ramming. This makes naval battles more clumsy, and more about knowing when to ram and when to board. Essentially you should try to weaken ships by fire, then ram when they are seriously weakened. If ramming doesn't sink the ship then escape to ram again, or board and attempt to ram from another ship.

-Doubled the hit points of all ships to make them less prone to sinking from a single ramming.

NOTE: The changes above are someone drastic from previous behavior, but these changes make naval battles much more realistic and deliberate for the time period. It also makes the naval battles last a bit longer as well, often turning into a prolonged melee between marines (which is something that couldn't happen before with all the repeated mosh-pit rammings).

Update: 10 Aug, 2018 @ 10:46pm

Compatibility update for Rise of the Republic.

Update: 15 Mar, 2018 @ 7:58pm

Compatibility update for the Desert Kingdoms DLC.