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: 24 Oct, 2018 @ 2:27pm

Latest update with changes to Start Pos for all campaigns, start monies completed and fixed some unit size for African and Arab factions that were missed. New campaign effects: Germans, Gauls,Celts,Celtiberians, Carthage and Nomadic factions get 15% bonus chance in ambush attacks. Strategic resources-gold,oil,and grain more valuable.
African and Arabian rosters have been adjusted and re balanced for all campaigns. Also added the wonderful Units mod for Rise of the Republic from Aguirre, and the Pirates Mod from Boicote.

Update: 22 Oct, 2018 @ 3:24pm

Latest update for Barb, East and African factions those nasty barbarians all start armies have increased starting unit numbers for most Sword and Spear units. New unit files to correct missing barbs units sizes and fix for horse mounts to match number of men. Also included CAI files will help the Romans survive the beginning of the campaign and get some sort of foothold on Italy.

No money boosts. The Roman units get 10% boost in stats for auto resolve against the ai vs ai so other factions do not kill them in battles. The Roman get military and civil tech research boost to help them build the correct buildings to make units. The Ai will get better coordinated attacks on campaign map and expansive. Changed Arabian and Africa factions in Campaign selection screen to include Desert Kingdoms Factions for non DLC players. 

Update: 20 Oct, 2018 @ 3:08am

Increased unit sizes for Barbarian heavy swords and spear units now will be 240 men in all games. Armies get 15%+ movement rate bonus on improved roads. Armies will get movement penalties when moving through difficult terrain on campaign map like jungles, swamps, dense forests and mountains. New formations selection for Barbarian factions to use in game. bear,boar,bird,deer,flank,wolf. More variety for Ai to use in campaign battles so player will not have to face the same formations every time. Also Barbarian, Iberian, Celtic, Baltic and Greek minor factions also completed.

Update: 18 Oct, 2018 @ 3:26pm

Update to main mod as follows for CAI aspect, If player has Military or Defensive alliance and refuses to help AI ally in war or battles then ally will most likely break their alliance with the player and depending on his friendly relations level they may even declare war. If you grant Military Alliance you will probably get Military Access too. If player tries to over expand their faction then the AI  allies will not like this at all and will declare war after 10-20 turns of massive expansion, so be careful how many and how powerful your allies are. Ai allies will support allies in war better-send armies to protect your land, Ai will defend their lands better, Ai will defend seas better,Ai will coordinate attacks more.

Higher building construction costs per difficulty level raised and recruitment and upkeep cost per difficulty level raised, administration costs raised, public order penalties raised.Raised ship hit points by 20%, lowered ramming damage by 20%, lowered ship turning speed by 25%,lowered ship deceleration by 10%. Sea battles are now more tactical but not tedious. Gives small bonus to ai vs player in auto resolve, so player will have to fight the battle. Also bigger penalties for rear and flank attacks and fatigue penalties for charging and combat. Factions have more diplomatic action options to make confederations and client states,new loyalty bonus stats for all government types to help prevent civil wars.

All Major factions are now completed and Rosters amended so correct units are available from there corresponding barracks etc..

Update: 15 Oct, 2018 @ 12:54pm

Update to main mod with CAI fixes so that Ai enemies will actively seek out your armies and navies for destruction, Ai will better defend its borders and cities,defend its sea regions,help allies in war by sending armies to protect your lands, coordinate its forces to attack in strength, will try to make more treaties and confederations for mutual defense. Unlocked battlefield tactical abilities for enemy generals-such as brace,inspire,rally,into the breach,war cry,shock and awe,identify weak points,taunt.battle rhythm ect. Will make the campaign battles more of a challenge for the player. Also unit rosters for Syracuse, Epirus, Egypt and Pergamon completed.

Update: 14 Oct, 2018 @ 2:17pm

Update to main mod with Raised building costs per campaign difficulty, higher upkeep costs per Imperium,higher building repair costs from floods and fires alos fix to anti corruption and management costs. Athens, Sparta and Macedon building recruitments updated.

Update: 13 Oct, 2018 @ 2:24am

Tidyup rosters in campaign for Baktria, Seleucid and a few others.

Update: 12 Oct, 2018 @ 1:59pm

Update: 12 Oct, 2018 @ 1:15pm

Completed all Campaign games so that all garrison and starting units reflect the new unit sizes implemented

Update: 11 Oct, 2018 @ 3:43pm

Update to main mod with Carthage gets small money boost and Celt faction Horse recruitment buffed so they will make more balanced armies. Also Imperial augustus, Wrath of Sparta, Hannibal at the Gates and Cesear in Gaul starting units sizes balanced with recruitable units sizes. Corrections to units not showing correctly when confederations are made in game.