Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Wars Of The Gods - Ancient Wars Mod Part 1 for Patch 20
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Update: 5 Jan, 2019 @ 10:53am

Amended some units that were missing attributes for African and Arabian factions that did not resist to Heat and also Barbarian units that have resistance to Cold.

Raised fatigue penalties for combat, charging and running and melee defense, raised occupation unrest levels a wee bit, changed some public order penalties, changed some political things to make it a bit more interesting.

Raised ignition levels on some ships so they do not catch fire so easy, lowered fire combustion on ships by 20%. Re balanced starting monies for Celts and Germans and Greeks factions. Raised upkeep costs and administration costs for the player.

Factions will be more responsive to offers with gifting, allied factions will be more willing to join wars, Celt, Gauls and Germans can now make client states, factions will be more aggressive to hated enemies,factions will make more treaties with neighboring factions. Tweaked morale settings.

Nomadic Barbarian and Nomadic Eastern Factions are way more dangerous- a real threat now. Ai is even more active on the campaign map-better regional development and defense and attacks enemy forces. Missle unit get hide in grass attribute for better ambushes.

Some faction personality types changed-greeks and eastern more balanced in economic development, changed aggressive stance of nomadic factions to be more warlike, Egyptian and Punic factions build more navies.

Fix for generals and politicians having multiple stars when recruited.

Fixed some shields for Athens & Macedonian units that were not showing correctly.

Fixes to some Barbarian generals showing "Row Hard" ability which has now been removed.

Chapter Objectives (Historically Correct) Mod added.

Update: 29 Dec, 2018 @ 11:15am

Player campaign movement penalties reduced movement of armies by 15% raised campaign map ground types movement cost by 10%. Cultural growth bonus of 5% for player and AI in all provinces. Costs raised for buildings,research and management 25% and units and upkeep by 5%.

Raised religious zeal for major factions, lowered elite spotting chances, plate armor better protection from missles, raised ship ramming damage, raised imperial resistance on some Germanic tribes. Added more civil and military research points for ai factions, some battle bonuses for ai factions in Wrath of Sparta DLC.

Added arrow towers and scorpion towers defenses to walled cities for ai factions to make taking towns harder.Raise bonus for ai factions in auto resolve.

All buildings now have Upkeep and Demolish costs in game.Fix to Cyrenaica faction having incorrect culture in GC game. New UI introduced for all Factions, Loading Screens, Unit Cards, Buildings, Events, Anciliaries and Battle UI, thanks to Potestas Ultima Ratio Mod for Elements of UI used.

Update: 26 Dec, 2018 @ 10:57am

Critical fix for Etruscan Faction crashing in HATG campaign game

Update: 26 Dec, 2018 @ 2:07am

Ai factions will offer to join wars more and chance of getting peace is raised and all factions can now make vassals fo other factions Ai settlements will be harder to take down.

Enabled some Military buildings and Temples that were not showing for Etruscan Faction in Grand Campaign game, thanks to Aenrikr for finding this bug.

Update: 23 Dec, 2018 @ 4:48am

Amended when some Roman Auxilia units become available as some appeared too early in game and have moved them to become available in "Mercenary Auxiliaries" Technology is researched.

Tweaked morale- raised Generals aura, raised penalties for projectiles,flanking,panic,exhaustion,bonuses for forts and fortifications defense.

Elephants have been made stronger as they were a little too weak before.

AI will research more civil tech and construction (build stuff) and naval tech and develop their lands and defend threatened regions better. As such the Ai will be tougher opponent.

Fixed the "Push" Ability that was not working for Hoplites, thanks to Tenerife_Boy for finding this error.

Fixed duplicate unit of Thotakitai Phalangite appearing for a number of factions.

Added morale penalty for flaming arrows and enemy reinforcements - for player and ai, morale bonus for friendly reinforcements for player and ai. Raised shield values for Hoplites, lowered diplomatic penalty for past wars.

Update: 17 Dec, 2018 @ 1:04pm

Fixed corrupt file that was not allowing some ROTR units to show in campaign game

Update: 17 Dec, 2018 @ 4:03am

All Roman Auxilia units now available in Auxiliary Camp and Auxiliary Barracks as well as Auxiliary Garrison.

Tidied up Samnite roster that had some Bruttii, Sabine and Lucanian units which were incorrect for Rise of the Republic campaign, these units are now in correct rosters.

Bai- light units run faster, light cavalry run faster, knock back and knock down % raised, Spotting and Hiding-better chance of successful ambush attacks on battle maps, Cai- Chance of allies joining wars raised by 10%.

Enemies will be a little tougher on the battlefield.Raised the Ai vs human bonus for auto resolve, made campaign battles more dynamic-players will really have to be on their toes now, changed minor settlement battles vs field battles to 50% so as to not make game feel like a siege fest.

Lowered bonus for pikes vs infantry was OP, lowered hit points on barricades- easier to destroy, new trigger events.Fix for auto resolve of human vs ai being too easy. Lowered chance of slave unrest and all Generals should have Night Fighting ability

Added some of the Republican shields from the Roman Extravaganza mod for Principes and Hastati in GC, IA and CIG rosters.

Update: 13 Dec, 2018 @ 12:31am

Increased Empire Divided starting army sizes to reflect on the rest of units. Ai will balance out between attacking other Ai factions and human player. Missle units can hide in tall grass and sword units can hide in forest & scrub, Better ambushes.

ROTR Campaign raised military aggressive policy on some factions, small money boost for struggling factions.Added battle difficulties for Empire Divided campaign.

Factions will be more responsive to friendly allies,factions more likely to make treaties with neighboring factions, peace will be a little easier to get-was too hard to get before, diplomatic penalties for expansionism,allies will be more likely to join in allied wars and help protect all allies land and join in battles.

Fixed some Skirmishers that had ammo problems.Adjusted Attack and Defence stats for Carthaginian units as many were too weak!! Fix to some Skirmisher units that had very high rate of fire per minute error.

Named Regions showing which cities have walls for reference in game for Grand Campaign. Fixed some recruitment problems with units for Veneti and Syracuse in ROTR Campaign.

Trait icons mod added from Boicote.

Update: 6 Dec, 2018 @ 4:19am

Lowered the amount of defensive deployables by 50%, Ai Generals gets a Aura Radius boost, Fixed some parameters for Ai on Normal campaign difficulty that were wrong. Battles will  be more action packed and the Ai will give the player a even better challenge than before.

AI Factions will focus more on protecting threats to regions, Ai factions will be more likely to join allies in wars, ambushes more often in hilly forests and mountain regions, Ai will try to take back lost lands faster. Better tech research for AI factions.

Better balance for sword and cavalry units for Africans, Celts, Germanic and Illyrian factions. Also african kingdoms will now have better units in their mix.

Empire Divided has New modded effects bundles with diplomatic effects too. Also 56 Factions unlocked for Empire divided Campaign, This also includes Victory Conditions, Traits etc..all included. Added Roman Expansion mod for Empire Divided Romans.

Update: 30 Nov, 2018 @ 1:17am

Increased range of all arrows by 8%, javelins by 5%, javelins will be more deadly for horses and elephants, bolts are now more deadly to horses and elephants, fire is more deadly. 

Cavalry run and charge speed raised 10%, knockback,knockdown,stepback settings raised, increased morale penalties for exhausted units, general dying, total casualties, flanks not protected.

New ground types penalties on campaign map-mountains, forest, swamps, marches greater movement hit, diplomatic standings are harder. AI factions should help allies more in wars and protect their lands. Ai will try more to take back lost lands.

Barbarians given will also develop better. Rome and carthage both at war at start of game.Factions should research more civil tech and food production, raised commodities prices and strategic value of some commodities and resources.