Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Skirmisher Ammo + Siege Artillery Mod
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Update: 13 Dec, 2017 @ 1:23am

Compatibility update (for Empire Divided).

Update: 16 Dec, 2014 @ 4:03pm

Change LX.

-Compatibility update for Wrath of Sparta expansion.

Update: 3 Dec, 2014 @ 12:20am

Change LIX.

-Now that CA has finally addressed the siege AI to a point that it no longer relies on throwing torches at the gates and they will actually re-use ladders to good effect. So, because of this, I now changed the torch rate of fire/reload rate back to my originally intended value of "60" (24 -> 60). This intentially lessens the effect of torches by making them much slower to use.

Update: 24 Nov, 2014 @ 1:04pm

Change LVIII.

-Compatibility update for Patch 16.

Update: 17 Oct, 2014 @ 5:56pm

Change LVII.

-Corrected an issue which caused ballista units to move towards enemy units until they were at point blank range before firing. This bug was introduced by myself by mistake in Change LV.

Update: 17 Oct, 2014 @ 12:22pm

Change LVI.

-Further increased the accuracy of large and regular ballista units, in order to help represent their primary strength (accuracy) over the primary strenght of the onager (power).

Update: 3 Oct, 2014 @ 4:36pm

Change LV.
***adjustments to more of my personal pet peeves: special artillery ammo and the ballista vs. onager relationship***

-Adjusted snake pots, scoprion pots and beehive artillery ammo so that they have high drag ballistic properties.

-Doubled the duration of "poison" and snake/scorpion/beehive artillery ammunition by 2x, to make it actually worth using. The problem was that this duration was so short before that you basically had to have the enemy unit under constant bombardment to get any sort of use out of it.

-Adjusted the "poison" and snake/scorpion/beehive effects to make them more useful. In particular, the morale modification of the beehive round has been greatly increased because no unit would want to stick around while being buzzed with angry bees, and it creates a situation where the beehive might actually cause a unit to rout, albeit temporarily (unless it is already waivering). As it was before, the effects were so minimal that, again, it gave no real incentive to use this special ammunition.

-Made adjustments to onager units (both large and small). Added +1 gun to these units so that now they have 3, while ballisa units have 2. This was done to effectively make onager units more economical (affordable), because you get more guns per unit. This represents the historical fact that onagers were cheaper and easier to make, and it was easier to come by missiles for these units, thus an advantage is that you can have more onager guns over ballistas, but of course they are less accurate. Why do this? There is a complete lack of incentive to purchase onager units, since they become available at the same time that you can purchase ballistia, so this change attempts to create an actual incentive to use one or the other (or both). So, now there is an additional pro-con relationship so that they break down as follows...

Ballista characteristics:
+MUCH more accurate than onagers
+have longer range than onagers
+have a higher velocity than onagers

-slower reload time than onagers
-has less ammo than onagers (ammo less readily available and had to be created, chiseled stone)
-has fewer guns per unit (so are essentially more expensive to build and maintain)
-can typically fire less special ammo types than onagers

Onager characteristics:
+have more ammo than ballistas (more abundant ammo, rocks)
+have a slightly higher rate of fire than ballistias
+have more guns per unit than ballistas (so are essentially more economical to build and maintain and can field in larger numbers)
-can typically fire more special ammo types than ballistia

-MUCH less accurate than ballista
-shorter range than ballista
-have a slower velocity than ballista

Update: 3 Oct, 2014 @ 3:37pm

Accidental upload -- uploaded too soon (see above).

Update: 22 Sep, 2014 @ 1:18am

Change LIV.

-Updated to be compatible with Patch 15.

Note that all precusor javelin infantry can now "fire at will" because of Patch 15 changes, and this is not a bad thing, so that behavior is retained here. However, I still do not like how the default game treats Roman infantry and so the modified Roman infantry pilum behavior is still valid. Why? Because the standard fire-at-will behavior for precursor javelins does not allow you to pick a target, so you can essentially only tell them to fire, or not to fire, other than having them use it in the charge on the melee target. Therefore, even after Patch 15, I retained the mod's original behavior where Roman infantry are a cross between melee and javelin infantry (they can hold fire, and pick targets, which comes in very handy when choosing when to use pila). This allows total control of when the Romans want to deploy the pila and how, and this is historically accurate since they would often save them to use on specific targets.

All other modded changes are still relevant and are also retained.

Update: 25 Aug, 2014 @ 8:18pm

Change LIII.

-Updated to be compatible with the Daughters of Mars update.