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: 3 Apr, 2014 @ 6:15pm

Syncronization update.

Update: 3 Apr, 2014 @ 11:21am

Change LXXVI.

-For the same reasons in Change LXXV, slightly lowered the phantom income of minor factions in the Caeser in Gaul campaign from 3000 to 2500 (major factions are still at 3000). I may lower it more in the future (or restore it).

Note that at the moment this change is only slightly lower than the adjustment in HatG because of the nature of this campaign where all factions are more or less on equal footing (i.e. only a small part of the Roman Republic's might is committed here). IMO this means that major and minor faction income should still be somewhat similar levels in CiG.

Update: 3 Apr, 2014 @ 12:45am

Change LXXV.

-Lowered the phantom income of minor factions in the Hannibal at the Gates campaign. Major faction income is still 3000 per turn, but minor factions now receive 2000 instead of 3000. The reason this was done is because in a head-to-head campaign it became obvious that the minor factions can easily overwealm the major factions.

Note: this may get adjusted again - the current adjustment is a first pass to see if the situation improves. The goal is to have minor factions at an income that is challenging, but not excessive.

Update: 2 Apr, 2014 @ 7:47pm

Syncronization update.

Update: 2 Apr, 2014 @ 6:45pm

Syncronization update.

Update: 2 Apr, 2014 @ 3:20pm

Change LXXIV.

Addressed one of my other pet peeves: the availability of ballista weapons and other siege artillery. The problem that exists in the original game is that the Romans and Carthaginians can build ballistia with level one workshop, and then can build ballistas in every tech tree path after that (armorer and weapon path). The scorpions do not come into play unless they strictly build in the siege engine tree, which is at level 2 and 3. This creates a rather silly situation where you may build the ballista just about everywhere, rather than at places that specialize in siege engines (the siege engine chain of buildings). Another problem is that once you get a level one workshop, you really don't have much of a desire to proceed past that point in the tech tree, and it doesn't make sense that scorpions are available after the ballista. And yet another problem is that all non-advanced factions have the ability to build most siege weapons even though it was historically not the case.

So with that in mind, several changes were made:

-For the Romans, Greeks and Carthaginians (and other advances factions, like Successor Kingdoms): moved the ballista to the siege engine improvement building tree, level 2, along with the scorpion and giant ballista. Basically, you get all of these now at the same time, and you would choose to build the ballista instead of the giant ballista if you want to maximize rate of fire and higher ammo capacity (plus the fact that the ballista can move on the battlefield and the giant ballista cannot, is another advantage/natural dilemma when deciding on which you want to build; essentially ballista are better in battles and giant ballista are better for sieges).

-For all other non-advanced factions (such as barbarians): moved all land and naval siege artillery to the last building in the approriate chain of improvements so that in order for the non-advanced/barbarian factions to obtain siege artillery, they must advance to their fullest level (level 4) and then they can construct these weapons (rather than at level 1, 2 and 3). IMO this solution is also better than just preventing these factions from constructing siege artillery altogether, because the rationale is that if they advanced to their highest potential then they would have been able to copy Roman works (it retains the what-if potential).

NOTE: This change is currently a work in progress. It may turn out that additional adjustments and tweaks are required, and those will be made as needed.

Update: 29 Mar, 2014 @ 1:39am

Change LXXIII.

-As much as I didn't want to do it, all faction income type modifications have been removed from this mod and split into a separate mod. I wanted to avoid doing this, but in the end it was better to do this because the income modifications were unintentionally altering the CiG and HatG expansions. If I can figure out a way to modifty faction income without modifying those expansions then I will merge it back again here, but until then they will have to remain separate.

In the end, this means that THIS mod will work (and is intended to work) with all expansion campaigns from CA. If you want to more realistic faction income for the GRAND CAMPAIGN, then you should get the:

(Grand Campaign) Faction Income Mod
https://steamhost.cn/steamcommunity_com/profiles/76561197971609050/home/

...just remember to activate it when playing the Grand Campaign!

Update: 27 Mar, 2014 @ 1:07pm

Change LXXII.

-Adjust the technology_nodes_tables footprint to be smaller to increase compatibilty with future patches.

Update: 27 Mar, 2014 @ 12:13am

Change LXXI.

-Compatibility update for the "Seasons and Wonders" patch.

-Isolated various difficulty handicaps to the main campaign so that they don't unintentionally affect the Hannibal at the Gates campaign.

NOTE: In the SaW patch, CA rearranged the Roman military administration tech tree in the Grand Campaign. While this change was an improvement in the original Grand Campaign, it was changed back to the old organization in this mod because their approach was to move the Cohort Organization to the end of the tree, but the problem there is that you only have Legionaries for about 10-20 turns (depending on research rate) before you replace them with Legionary Cohorts (Professional Soldiery). IMO, my original fix to the issue is still the best approach, so the tree was changed back and my old tech times retained.

Update: 17 Mar, 2014 @ 11:45am

Change LXX.

-Changed AI priorities so that it should now be less likely to sally forth and abandon a settlement rather than defending it (it should still do this if it thinks it is totally outmatched however).