Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI & Tech Mod (all Campaigns except IA & ED)
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Update: 9 Apr, 2014 @ 3:03am

Change LXXXIII.

-Reduced the max number of Praetorian units that can be recruited during the campaign (from 6 to 4 units). These units were a very small elite contingent within the Roman Army and the idea is that they form a small part of one army, or can be spread into just a few armies.

Update: 9 Apr, 2014 @ 12:30am

Syncronization update.

Update: 9 Apr, 2014 @ 12:12am

Change LXXXII.

-Halved the rate in which experience increases the base attack and defense strength so that it now happens at a more gradual and reasonable rate (again to combat my pet peeve of these units becoming ridiculously powerful, causing late campaign battles to be forgone conclusions, or over too quickly).

Update: 8 Apr, 2014 @ 5:47pm

Syncronization update.

Update: 8 Apr, 2014 @ 3:53pm

Change LXXXI.

-Reduced the buff effects from equipment upgrades a bit more, now 4,8,12% -- again to keep it as a moderate bonus and not outrageous.

-Reduced the attack related buffs from experience for the same reason above (to keep battles from getting out of hand, which accelerated the results and made it difficult to manage as units get devoured in minutes, which also removed all excitement from late campaign battles were armies are "over buffed").

Update: 8 Apr, 2014 @ 2:44pm

Syncronization update.

Update: 8 Apr, 2014 @ 1:43am

Change LXXX.

-Further tweaked the combat buffs of units, using the following standard:

*If a buff cannot be stacked (ie. the weapons, shield and armor buffs), then only the upper level is reduced (instead of the old 5,10,20, it is now 5,10,15).

*If a buff can stack (ie. combat buffs provided by temples), then they are extremely limited, cut to about 30-50% of their original level (instead of the old 5,10,20, it is now 2,4,6). This extreme cut is due to the fact that stacking these original buffs created invincible units.

-Adjusted the combat buffs provided by experience so that melee attack and melee defense increases at a rate of 70% of the original levels so that increases on a more gradual basis based off of whether or not morale also increases for that experience level. In other words, instead of increasing the melee combat power of the unit to astronomical levels (again creating invicible units), the general rule of thumb is that when morale does not increase with a certain level of experience, then the attack and defense values increase. When morale increases with a level of experience then the previous level's attack and defense values are retained. This creates a more balanced increase in capability, with the unit becoming more reliable, dependable and capable, rather than just becoming an invincible buzzsaw.

Update: 7 Apr, 2014 @ 12:42pm

Change LXXIX.

-For the Roman faction, swapped Remuneration Reform and Mercenary Assets in the tech tree, because it makes more sense for remuneration reforms to happen closer to Cohort Organization, and for mercenaries to be a late period tech (where the Romans started relying more heavily on mercenaries and auxilia).

Update: 7 Apr, 2014 @ 1:05am

Change LXXVIII.

-Military research rates for AI factions on higher difficult levels has been slightly increased.

Other than that minor change, a few more "pet peeve" issues have been addressed:

-The extreme combat buffs for all factions (melee attack buff and melee defense buff) provided by building improvments have now been lowered to 60% of their original value. Now, instead of these buildings providing 5,10,20% buffs, they provide 3,6,12% buffs. This was done because it was discovered that you can stack these buildings and end up with an insane +40% buff or higher, which essentially breaks the game at that point as you can cut through all opposition with ease. Also, even just with one building at the old +20% buff, it was too much of an increase because it would essentially cause you to be 20% better than the an enemy unit of the same type. The buff in this regard should be minor to the point that it makes a different, but does not totally outclass it (because you still have the bronze, silver, gold equipment buffs, plus experience buffs and so forth).

-The effect of Roman roads is now 1.5x better than non-Roman roads. Originally all roads no matter barbarian or otherwise, all have the same movement rate increase. Romans had no bonus in this area which is rather silly, because amongst other things the Romans were reknown for their road building methods and it only makes sense that they should have an advantage in that area.

-Roman and Hellenic (and by extension, Carthaginian) level 4 aux/merc barracks have been adjusted, because these buildings simply did not provide that much of a payoff to justify their -10 food consumption. Basically, the food consumption for these structures have now been reduced to -6 (which is 1.5x the level 3 structure cost), and the experience buff has been increased. The AUX_4 buildings may get adjusted further in the future.

Update: 5 Apr, 2014 @ 1:06am

Change LXXVII.

-Doubled the recruitment cost reduction (discount) for Republic type government for Carthage and Rome. This was done because -10% was not a substantial discount, especially since you don't often recruit units (where as the -10% upkeep discount for Empire type government was far more attractive because you constantly receive the effects of it). The recruitment discout for Republic is now -25%, which will make that choice a little more attractive (and not so obviously in favor of the Empire selection).