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: 14 Feb, 2014 @ 3:33am

Change LV.

-Reduced the "phantom income" of all minor factions to 1/3 of their previous level. This was done because, after having experience of many campaigns, it is painfully obvious that minor factions are just too powerful. Their copious amount of income allows them to field huge armies and then several of these minor nations easily tear apart the larger factions. This change should help ensure that major factions are more dominant, and will stick around longer in the Grand Campaign (rather than getting overrun early by obscure factions - for example, what seems to happen with the pesky Estrucan League vs. the Romans, they field full stack armies which keep the Roman AI busy for some 30 or more turns).

-Increased the amount of field works that Romans receive when they fortify. The standard game is woefully inadaquate here, the Romans were known for their fortifications and yet they receive the same measly amount of field works as everyone else (2 barricades, 1 spike pit, 2 caltrops). Fieldworks have now been tripled in quantity to encourage the Romans to forify more often, and to allow them to defend against superior numbers whilst they operate deep in hostile territory.

Update: 13 Feb, 2014 @ 4:11am

Change LIV.

-Added a modest unit cap limit for Socii Hastati units. Even though these units were not elite, this generous cap only serves to keep their presence at realistic levels.

Update: 13 Feb, 2014 @ 1:26am

Change LIII.

-Small correction to campaign unit cap count for a couple of units.

Update: 13 Feb, 2014 @ 12:55am

Change LII.

-Allowed the recruitment of Socii type Roman units at the start of the campaign, Rather than restricting the recruitment of Socii units to the auxilia buildings (they are instead made available by the regular "main" barracks tree).

This was done because historically the Socii units were Roman allies and were in service long before the Grand Campaign begins. In other words, they were in use in a period before Rome began their widespread recruitment of true auxilia, so it makes sense to make these units available from the start.

-Since Socii units are available at the start of the campaign, Socii Extraordinarii and Socii Extraordinarii Equites are now limited in number, being considered elite units.

-Took the time to address my personal pet peeve, elite units and the fact that almost all of them are not limited in number (capped) in the campaign. With the exeption of Heros of Sparta, CA did not limit much other units in the campaign so you can have quite ridiculous situations where you can deploy full armies of Praetorian Guard, for example. Now, in an effort to maintain historical realism, the most elite units are now capped so that only so many can be in use at any one time. Specifically:

-Any named unit (such as the infamous "Silver Shields" and "Sacred Band") is considered elite, and therefore moderately limit in number.
-Any "guard" type unit (ie. Royal Guards, or Praetorian Guards) are considered to be the most limited of any unit type, being house hold guard. These units are the most restricted in number.
-Roman Veteran Legionaries and Evocati Cohort are limited in number because it is understood that any veteran/evocati contingent would inherently be finite in size and that veterans would be rotated through those formations. You should not be able to recruit infinite number of veteran units out of thin air, so the limited number represents this limit resource of "a pool of veterans" and it encourages the Romans to spread them out as parts of their armies rather than recruiting entire armies of veterans. There number is only lightly restricted however, just to keep the Roman side honest (and to keep things from getting ridiculous).
-Roman Praetorians, Eagle Cohort, and First Cohort are moderately limited in number because of their limited historical limited number. This is to encourage their even distribution amongst the armies (about one or two per army), and to prevent multiple full armies of these units from being fielded (if you fill a single army with them then they won't be enough available to recruit in other armies).

NOTE: I also limited the number of Veteran Legionaries and First Cohort units in the Ceaser in Gaul campaign as well, albeit more conservatively - about half that of the Grand Campaign. This change was made, again, in the spirit of keeping things from getting ridiculous with full armies of these units in such a small theater of war.

Update: 12 Feb, 2014 @ 2:47pm

Change LI.

-Another expansion:

Created a NEW AI behavior profile "naval_supremacy" which prioritizes the defense of sea zones and seeks to control naval regions, and it also prioritizes the defense of its capital (because, presumably, such a faction would have an isolated capitol on the coast). This new profile has been assigned to the Carthaginians and Greeks at the moment.

-Adjusted Roman AI behavior further so that it stresses militarisitc type building construction.

Update: 12 Feb, 2014 @ 3:25am

Change L.

-Made additional changes to the stretegic_component for other factions, namely to the Arverni, Suebi and some minor factions so that they desire less mercenary units.

Update: 12 Feb, 2014 @ 2:51am

Change XXXXIX.

-Made a discovery with Roman and Carthaginian AI personalties:

After playing several Carthaginian campaigns this week, restarting each time because the Romans were not building large armies, I discovered that the problem with the Roman AI in the area of recruitment is that they buy far too many mercenary units, which bankrupts them to the point that they cannot field large armies. After some effort, this specific behavior was tracked down to their stretegic_component, which they were originally specified as STRATEGIST, which specifies (amongst other behavior) that their maximum mercenary unit composition per army is 25% (5 units). This is outrageous behavior; no wonder the AI wastes all its money on merc units when they are better off buying pure Roman units.

To correct this, I created a new strategic_component: TACTICIAN_ROMAN, which causes them to desire no merc units. Merc units are nice to have, but this should really be left up to a human Roman commander to decide, as the majority of the time Roman armies will never have a merc unit at all, seeking only to have auxilia instead. In addition to that behavior, another adjustment was made to make the more likely to h elp their friends and attack their enemies.

I also went a step further and created another new strategic_component: STRATEGIST_CARTHAGINIAN, which is a duplicate of the standard STRATEGIST behavior, but it has a 50% maximum merc proporition for each army. This is of course because the Carthaginians utilized mercs heavily, so they should be afforded to accumulate mercs up to half strength of an army if they need it.

-Adjusted the Roman budget policy to cause the AI to stress more spending on militaristic research.

-Adjusted the Carthaginian budget policy to cause the AI to stress more spending on naval research.

Update: 11 Feb, 2014 @ 3:20am

Change XXXXVIII.

-Made additional subtle tweaks to Roman faction behavior -- the AI should now be more balanced in their behavior (both aggressive and defensive in nature), and are now opportunistic when it come to declaring war (this should hopefully cause them to declare war only when it is benificial to them, to help cut down on instances where they declare war on all of their neighbors).

Update: 10 Feb, 2014 @ 8:18pm

Change XXXXVII.

-Enhanced AI profiles so that certain factions are now more or less aggressive in their actual decision making (not just diplomatic stances). This was done by creating new profiles where aggression levels is mostly defined by their military aggression levels. In short, if they have high military aggression level, then they have aggressive AI profiles, and if low, then they have a defensive decision making profile. This essentially prioritizes different actions (ie. it stresses defensive actions over aggressive ones, or vice versa). Essentially this should make certain factions *actually behave* differently than others.

-Updated for "Epirus and Elephant" patch compatible.

It was extremely aggrevating trying to figure out what CA did to break the mod -- it took two hours of debugging. Essentially the issue is this (for future reference):

In PATCH 9, CA added several new cai_task_management_system_task_generator_groups (AI task management groups):

aggressive_with_regions_task_generator_group
balanced_with_regions_task_generator_group
defensive_with_regions_task_generator_group

...and three new cai_personalities_task_management_system_task_generator_profiles (AI personalities):

defensive_task_generator_profile
balanced_task_generator_profile
aggressive_task_generator_profile

...however, instead of actually assigning new cai_task_management_system_task_generator_groups_generators_junctions (AI task mangement junctions), CA duplicated the same behavior for all profiles and groups. Essentially, nothing was different between then, they all behaved the same way. Bummer.

However, rather than defining unit behavior for the three new AI profiles (something thos mod did actually), CA chose to delete all the new profiles which broke this mod. To fix this, I had to add:

cai_personalities_task_management_system_task_generator_profiles
cai_task_management_system_task_generator_groups

...to the mod, then had to define them again with the appropriate behavior. This mod was improved from this however, because AI behavior is now better defined per faction (see the first comment above).



Update: 8 Feb, 2014 @ 7:41pm

Change XXXXVI.

-Corrected a problem with rom_tech_civil_economy_administration_cost_mod values, note that this was not a problem in the past but something must have changed in one of the patches which made this change no longer valid.

-Added bonus AI food to each province -- the level of which is based on the difficulty level. This of course is done to help prevent the AI from starving.